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		<updated>2024-06-09T04:31:04Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
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		<title>WinAGI</title>
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		<updated>2024-06-09T04:30:18Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2024/6/8]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.7&lt;br /&gt;
| ReleaseDate = [[2024|2024/6/8]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{OpenSRC}}&amp;lt;!-- {{ClosedSRC}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.7&amp;#039;&amp;#039;&amp;#039;: fixed print.at commands because argument count doesn&amp;#039;t change in some versions (there is a bug in trace function that uses wrong counts for display only that was mistakenly treated as an actual change in argument count); the import resource function was fixed so the cancel button is no longer ignored; the property window scrollbar was fixed (it would not work in correctly in some situations); fixed a bug in logic compiler that would not handle invalid variable numbers in some situations; modified the text screen editor to only show valid color combinations instead of all combinations; added a check at game load to look for any resource files marked readonly; arguments in said command are now case sensitive; removed &amp;#039;elseasgoto&amp;#039; decoding option; several other minor bugfixes&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.6&amp;#039;&amp;#039;&amp;#039;: another minor bugfix in game import function&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.5:&amp;#039;&amp;#039;&amp;#039;: fixed bug that caused WinAGI to crash when importing a game; fixed some minor drag/drop issues; clarified in Help file that drag/drop will not work if program is run as administrator&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.4&amp;#039;&amp;#039;&amp;#039;: fixed major bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now load properly &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.3:&amp;#039;&amp;#039;&amp;#039; Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_7.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.77 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** for source code, contact the [[Andrew_Korson|WinAGI author]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=18894</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=18894"/>
		<updated>2024-03-23T00:46:31Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/12/13]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.6&lt;br /&gt;
| ReleaseDate = [[2024|2024/1/23]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.6&amp;#039;&amp;#039;&amp;#039;: another minor bugfix in game import function&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.5:&amp;#039;&amp;#039;&amp;#039;: fixed bug that caused WinAGI to crash when importing a game; fixed some minor drag/drop issues; clarified in Help file that drag/drop will not work if program is run as administrator&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.4&amp;#039;&amp;#039;&amp;#039;: fixed major bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now load properly &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.3:&amp;#039;&amp;#039;&amp;#039; Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_6.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.53 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** for source code, contact the [[Andrew_Korson|WinAGI author]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=18409</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=18409"/>
		<updated>2024-02-14T06:26:06Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2023|February 14, 2024]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.3.6 is now available for download.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[https://www.agifans.com/ www.agifans.com/] Lance Ewing&amp;#039;s AGI site&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com http://sciprogramming.com]&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://agi.sierrahelp.com/Tools/ AGI Tools on the Sierra Help Pages] http://agi.sierrahelp.com/Tools/&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=18408</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=18408"/>
		<updated>2024-02-14T06:25:27Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/12/13]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.5&lt;br /&gt;
| ReleaseDate = [[2024|2024/1/23]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.6&amp;#039;&amp;#039;&amp;#039;: another minor bugfix in game import function&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.5:&amp;#039;&amp;#039;&amp;#039;: fixed bug that caused WinAGI to crash when importing a game; fixed some minor drag/drop issues; clarified in Help file that drag/drop will not work if program is run as administrator&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.4&amp;#039;&amp;#039;&amp;#039;: fixed major bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now load properly &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.3:&amp;#039;&amp;#039;&amp;#039; Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_6.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.53 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** for source code, contact the [[Andrew_Korson|WinAGI author]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=18407</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=18407"/>
		<updated>2024-02-14T06:18:57Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/12/13]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.5&lt;br /&gt;
| ReleaseDate = [[2024|2024/1/23]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.5&amp;#039;&amp;#039;&amp;#039;: fixed major bug in &amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.4&amp;#039;&amp;#039;&amp;#039;: fixed major bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now load properly &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.4:&amp;#039;&amp;#039;&amp;#039;: fixed bug that caused WinAGI to crash when importing a game&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.3:&amp;#039;&amp;#039;&amp;#039; Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_6.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.53 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** for source code, contact the [[Andrew_Korson|WinAGI author]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_6.zip&amp;diff=18406</id>
		<title>File:WinAGI 2 3 6.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_6.zip&amp;diff=18406"/>
		<updated>2024-02-14T06:18:25Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_5.zip&amp;diff=16525</id>
		<title>File:WinAGI 2 3 5.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_5.zip&amp;diff=16525"/>
		<updated>2024-01-24T07:48:26Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=16524</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=16524"/>
		<updated>2024-01-24T07:47:28Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/12/13]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.5&lt;br /&gt;
| ReleaseDate = [[2024|2024/1/23]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.5&amp;#039;&amp;#039;&amp;#039;: fixed major bug in &amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.4&amp;#039;&amp;#039;&amp;#039;: fixed major bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now load properly &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.4:&amp;#039;&amp;#039;&amp;#039;: fixed bug that caused WinAGI to crash when importing a game&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.3:&amp;#039;&amp;#039;&amp;#039; Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_5.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.53 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** for source code, contact the [[Andrew_Korson|WinAGI author]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15928</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15928"/>
		<updated>2024-01-13T03:58:32Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/12/13]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.4&lt;br /&gt;
| ReleaseDate = [[2024|2024/1/12]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.4&amp;#039;&amp;#039;&amp;#039;: fixed major bug in Game Properties dialog that prevented selecting a folder for new games; global defines files that use LF as end-of-line instead of CRLF will now load properly &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.3&amp;#039;&amp;#039;&amp;#039;: Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_4.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.53 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_4.zip&amp;diff=15927</id>
		<title>File:WinAGI 2 3 4.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_4.zip&amp;diff=15927"/>
		<updated>2024-01-13T03:55:23Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
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		<title>File:WinAGI 2 3 3.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_3.zip&amp;diff=15926"/>
		<updated>2023-12-14T02:07:35Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15925</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15925"/>
		<updated>2023-12-14T02:00:17Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/12/13]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.3&lt;br /&gt;
| ReleaseDate = [[2023|2023/12/13]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.3&amp;#039;&amp;#039;&amp;#039;: Replace All function modified so logic editors no longer reformat the screen each time a replacement is made - this improves performance when replacing in very large source files; TAB key behaves as expected on Find form; fixed bug in Game About and Game Version property textbox so it correctly adds &amp;#039;\n&amp;#039; codes for CTRL+ENTER; fixed zoom control on picture previews to correctly place the picture when shrinking it small enough to fit inside the preview window; added a new decompile mode that is like VS style, but keeps &amp;#039;else&amp;#039; and its preceding/following brackets all on one line; when opening a layout file, if the correct filename is not found,  WinAGI checks for a file with same name as the WAG file - if found, that file should be renamed to be the correct WAL file, otherwise old file will stay around; in text screen editor, if a copied display command has text with parentheses in it, the parser for pasting the command now works correctly; in text screen editor, loading a screen file that doesn&amp;#039;t match current colwidth needs to make sure the colwidth mode matches&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WinAGI is 2.3.2:&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_3.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.53 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15924</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15924"/>
		<updated>2023-11-04T16:33:45Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2023|November 4, 2023]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.3.2 is now available for download.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[https://www.agifans.com/ www.agifans.com/] Lance Ewing&amp;#039;s AGI site&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com http://sciprogramming.com]&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://agi.sierrahelp.com/Tools/ AGI Tools on the Sierra Help Pages] http://agi.sierrahelp.com/Tools/&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15923</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15923"/>
		<updated>2023-11-04T16:32:56Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: release v2.3.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/11/04]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.2&lt;br /&gt;
| ReleaseDate = [[2023|2023/11/04]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.2&amp;#039;&amp;#039;&amp;#039; added file drag/drop support for main window; the Find dialog now remembers last ten search terms; added toolbar buttons to the logic editor for indent/outdent; when importing or opening a game, resource errors that don&amp;#039;t prevent compiling or running a game are now included as warnings in the warning list; when importing a game, the decompiler will use the gameid found in the game&amp;#039;s set.game.id&amp;#039; command, if found; added option to copy picture draw commands to clipboard as readable text; added new readonly mode to words editor that sorts all words alphabetically; the Game Property form now groups the properties into four tabs; with more room on the tabs the properties are now better arranged; many minor enhancements and bugfixes &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.3.1:&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_2.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.43 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15922</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15922"/>
		<updated>2023-11-04T16:26:11Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/05/12]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.1&lt;br /&gt;
| ReleaseDate = [[2023|2023/05/12]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.1&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_2.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.43 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_2.zip&amp;diff=15921</id>
		<title>File:WinAGI 2 3 2.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_2.zip&amp;diff=15921"/>
		<updated>2023-11-04T16:24:50Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15911</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15911"/>
		<updated>2023-05-12T16:59:59Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2023|May 12, 2023]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.3.1 is now available for download.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[https://www.agifans.com/ www.agifans.com/] Lance Ewing&amp;#039;s AGI site&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com http://sciprogramming.com]&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://agi.sierrahelp.com/Tools/ AGI Tools on the Sierra Help Pages] http://agi.sierrahelp.com/Tools/&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15910</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15910"/>
		<updated>2023-05-12T16:58:20Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2023/05/12]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.1&lt;br /&gt;
| ReleaseDate = [[2023|2022/05/12]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.1&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_1.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.43 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15909</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15909"/>
		<updated>2023-05-12T16:57:34Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.3.1&lt;br /&gt;
| ReleaseDate = [[2023|2022/05/12]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.3.1&amp;#039;&amp;#039;&amp;#039; Added new text screen editor to help create text screens (for example help pages), and copy the attributes and display commands to put into logics; added new logic syntax option that is compatible with original Sierra syntax; clicking include filenames in logic editor will open them for editing, same as resources; logic compiler will continue compiling even after an error is found so all errors can be detected in a single pass; added new print/display preview mode to picture editor to see how text added by print and display commands will look when added to screen; added new feature to picture editor to show small markers that show where displayed text characters would be aligned; snippets can now include tool tip &amp;#039;help&amp;#039;, similar to AGI commands; game directory is no longer editable on properties page; to move a game to a new directory, close WinAGI and move it manually with file explorer; color palette values (converted from MSDOS 18 bit to Windows 24 bit) were a bit off and have been fixed to be more precise; added support for programming games with the AGI Power Pack; replaced the &amp;#039;Use txt as extension&amp;#039; setting with &amp;#039;SourceFileExt&amp;#039; game property to allow for more options; in picture editor, when in pixel-select mode, Shift+MouseDown will drag the picture surface; the example image on the picture editor Load/Configure Background form is now set to the current picture image (based on current draw state); cel count is now a displayed as a readonly property when a loop is selected; snippets get saved automatically when the form is closed; palette data can be saved to any text file; a nagi.ini file is not required; fixed a major bug in the picture editor Add Coordinate function that would add invalid data in relative line commands; pressing view preview shortcut keys (w,a,s,d) no longer crashes WinAGI if a header is selected; fixed a bug in on main form so resizing and splitting works correctly; a lot of other minor bug fixes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.6:&amp;#039;&amp;#039;&amp;#039; Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_1.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.43 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15908</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15908"/>
		<updated>2023-05-12T15:47:27Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.6&lt;br /&gt;
| ReleaseDate = [[2022|2022/10/09]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.2.6&amp;#039;&amp;#039;&amp;#039; - Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; - Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_3_1.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.43 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_1.zip&amp;diff=15907</id>
		<title>File:WinAGI 2 3 1.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_3_1.zip&amp;diff=15907"/>
		<updated>2023-05-12T15:46:20Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15840</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15840"/>
		<updated>2022-10-10T02:39:28Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.6&lt;br /&gt;
| ReleaseDate = [[2022|2022/10/09]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.2.6&amp;#039;&amp;#039;&amp;#039; - Added a new TODO tracking function: comments in logics can be tagged as &amp;#039;TODO&amp;#039; and will be tracked in the warning window, which makes it easier to keep track of things that you are deferring for later. Fixed bug in game property window that was not saving the Platform Options value if &amp;#039;other&amp;#039; platform is selected. Fixed several minor bugs in renumber resource function. Fixed bug when double-clicking a resource in the tree that would not set focus to the newly opened resource. Added a menu option and shortcut to toggle warning window. Fixed a bug in compiler that would raise an error if a negative number was passed as a define constant. Added a notification in picture editor if an image file fails to open when using the configure background image dialog. Fixed a bug in view editor move-selection function that was improperly updating cel data. Resizing of a cel in view editor is now allowed regardless of selected tool. Fixed several other minor bugs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.5:&amp;#039;&amp;#039;&amp;#039; - Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_2_6.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.26 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_6.zip&amp;diff=15839</id>
		<title>File:WinAGI 2 2 6.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_6.zip&amp;diff=15839"/>
		<updated>2022-10-10T02:30:25Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15838</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15838"/>
		<updated>2022-10-10T02:26:55Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2022|October 9, 2022]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.2.6 is now available for download. Adds a new &amp;#039;TODO&amp;#039; feature as well as several bug fixes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com] http://sciprogramming.com&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://www.agi.sierrahelp.com/Tools/AGITools.html AGI Tools on the Sierra Help Pages] http://www.agi.sierrahelp.com/Tools/AGITools.html&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15837</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15837"/>
		<updated>2022-08-30T03:31:35Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.5&lt;br /&gt;
| ReleaseDate = [[2022|2022/08/29]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.2.5:&amp;#039;&amp;#039;&amp;#039; - Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_2_5.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.24 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15836</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15836"/>
		<updated>2022-08-30T03:30:08Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.5&lt;br /&gt;
| ReleaseDate = [[2022|2022/09/29]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.2.5: - Fixed renumber function error when trying to check IsRoom property of a nonexistent logic. Template version check function now correctly identifies version and loads template games. Back up files now all use the same format (&amp;#039;oldname_OLD.ext&amp;#039;). Added mouse wheel support for preview window; picture and cel images can now be zoomed in or out using the mouse wheel. Double-clicking on logics and views will open the respective editor with the resource positioned to match the preview resource (logic scrolls to correct line, views open with correct loop/cel). Fixed bug in snippet function to correctly insert snippet text when snippet was not at beginning of a line. The compiler warning for a missing &amp;#039;return()&amp;#039; command at end of a logic source now works correctly. Added new feature to shrink open editor windows when the warning/error pane gets displayed so the main form work area doesn&amp;#039;t require scrolling. The picture editor join command now gets displayed when two adjacent commands that are eligible for joining are selected. Fixed major but in view editor selection move function incorrectly set cel data when the selection is left at starting position. Fixed a bug in the view editor fill tool that incorrectly filled cel border areas. Deleting or cutting a loop in the view editor now correctly updates the preview panel. The preview panel will now display correctly when view editor is first opened. Added a new transparent selection option for copy/cut/move/paste of cel data (the cel&amp;#039;s TransColor value is used to hide pixels in the pasted data). Fixed a bug in the WORDS.TOK editor that caused it to fail in older versions of Windows. Added a new export option for WORDS.TOK to create word lists compatible with ScummVM&amp;#039;s extended character support.&lt;br /&gt;
&lt;br /&gt;
2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_2_5.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.24 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_5.zip&amp;diff=15835</id>
		<title>File:WinAGI 2 2 5.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_5.zip&amp;diff=15835"/>
		<updated>2022-08-30T03:23:36Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15834</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15834"/>
		<updated>2022-08-30T03:22:41Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2022|August 29, 2022]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.2.5 is now available for download. A few enhancements as well as multiple bug fixes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com] http://sciprogramming.com&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://www.agi.sierrahelp.com/Tools/AGITools.html AGI Tools on the Sierra Help Pages] http://www.agi.sierrahelp.com/Tools/AGITools.html&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15833</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15833"/>
		<updated>2022-07-26T01:42:30Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[2022|July 25, 2022]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.2.4 is now available for download. A few enhancements as well as multiple bug fixes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com] http://sciprogramming.com&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://www.agi.sierrahelp.com/Tools/AGITools.html AGI Tools on the Sierra Help Pages] http://www.agi.sierrahelp.com/Tools/AGITools.html&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15832</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15832"/>
		<updated>2022-07-26T01:41:44Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.4&lt;br /&gt;
| ReleaseDate = [[2022|2022/07/22]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The current version of WinAGI is 2.2.4:&amp;#039;&amp;#039;&amp;#039; Snippet arguments can now be multi-word (spaces allowed). Typing when the snippet list is visible will now select items from the list. Fixed a major bug in the layout editor to correctly read version information (which prevented proper loading of layout files in v2.2.3). Fixed bug in resource renumber function that was causing layout editor to write invalid data to the layout file. Renumbering a logic that is also a room will now let you also renumber the matching room picture resource. Cleaned up the resource number selection form so text is displayed on the form correctly. Added a menu item and shortcut to the layout editor that opens the matching picture resource for editing when a room is selected.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.2.3:&amp;#039;&amp;#039;&amp;#039; Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.16:&amp;#039;&amp;#039;&amp;#039; Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2.1.15:&amp;#039;&amp;#039;&amp;#039; Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_2_4.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.24 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15831</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15831"/>
		<updated>2022-07-26T01:22:06Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.3&lt;br /&gt;
| ReleaseDate = [[2022|2022/06/04]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.2.3: Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_2_4.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.24 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_4.zip&amp;diff=15830</id>
		<title>File:WinAGI 2 2 4.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_4.zip&amp;diff=15830"/>
		<updated>2022-07-26T01:20:52Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_3.zip&amp;diff=15772</id>
		<title>File:WinAGI 2 2 3.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_2_3.zip&amp;diff=15772"/>
		<updated>2022-06-04T22:38:25Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15771</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15771"/>
		<updated>2022-06-04T22:35:55Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.2.3&lt;br /&gt;
| ReleaseDate = [[2022|2022/06/04]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.2.3: Support for international MSDOS codepages. Enter key on Find Form sends a &amp;#039;Find button click&amp;#039; event instead of adding CR to search term. New option to set default cycling status of loop previews when opening a view in the editor. Fixed problem with WORDS.TOK editor that caused WinAGI to hang up on older versions of Windows. Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. WORDS.TOK editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_2_3.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.24 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15770</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15770"/>
		<updated>2022-06-04T22:29:54Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2022|June 4, 2022]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.2.3 is now available for download. A few enhancements as well as multiple bug fixes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com] http://sciprogramming.com&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://www.agi.sierrahelp.com/Tools/AGITools.html AGI Tools on the Sierra Help Pages] http://www.agi.sierrahelp.com/Tools/AGITools.html&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15661</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15661"/>
		<updated>2022-03-16T02:45:38Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.16&lt;br /&gt;
| ReleaseDate = [[2022|2022/03/15]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.16: Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. Words.tok editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_16.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.21 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15660</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15660"/>
		<updated>2022-03-16T02:44:49Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.15&lt;br /&gt;
| ReleaseDate = [[2021|2021/04/03]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.16: Importing games with directory and resource errors will now load all other content correctly and provide feedback (warnings) about the invalid data. Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. Words.tok editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_16.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.21 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15659</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15659"/>
		<updated>2022-03-16T02:43:14Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.15&lt;br /&gt;
| ReleaseDate = [[2021|2021/04/03]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.15: Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. Words.tok editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_16.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.21 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_1_16.zip&amp;diff=15658</id>
		<title>File:WinAGI 2 1 16.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_1_16.zip&amp;diff=15658"/>
		<updated>2022-03-16T02:42:19Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15657</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15657"/>
		<updated>2022-03-16T02:38:31Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2022|March 15, 2022]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.1.16 is now available for download. A few enhancements as well as multiple bug fixes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;blockquote class=&amp;quot;offset&amp;quot;&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[Older News]]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com] http://sciprogramming.com&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://www.agi.sierrahelp.com/Tools/AGITools.html AGI Tools on the Sierra Help Pages] http://www.agi.sierrahelp.com/Tools/AGITools.html&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;br /&gt;
[[Category:Wiki News]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15590</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=Main_Page&amp;diff=15590"/>
		<updated>2022-02-15T06:46:06Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  News */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=== Welcome to the AGI Programmers Wiki. ===&lt;br /&gt;
&lt;br /&gt;
A Wiki for the AGI Programming Community. &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;dventure &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;ame &amp;#039;&amp;#039;&amp;#039;I&amp;#039;&amp;#039;&amp;#039;nterpreter or [[AGI|AGI]] is the game engine created by Sierra On-line. It was succeeded by Sierra&amp;#039;s SCI engine. It was used to create such games as [[King&amp;#039;s Quest I: The Quest for the Crown|&amp;#039;&amp;#039;King&amp;#039;s Quest 1&amp;#039;&amp;#039;]] to [[King&amp;#039;s Quest III: To Heir Is Human|&amp;#039;&amp;#039;III&amp;#039;&amp;#039;]], [[Space Quest: Chapter I - The Sarien Encounter|&amp;#039;&amp;#039;Space Quest I&amp;#039;&amp;#039;]] &amp;amp; [[Space Quest II: Vohaul&amp;#039;s Revenge|&amp;#039;&amp;#039;II&amp;#039;&amp;#039;]], [[Police Quest: In Pursuit of the Death Angel|&amp;#039;&amp;#039;Police Quest I&amp;#039;&amp;#039;]] and [[Leisure Suit Larry In the Land of the Lounge Lizards|&amp;#039;&amp;#039;Leisure Suit Larry 1&amp;#039;&amp;#039;]]. With the availability of such tools as [[AGI Studio]] and [[WinAGI]], you can create your own games based on the same engine that Sierra used. This Wiki is a knowledgebase and collection of resources for those working with AGI. Additional help can always be found on the [[SCIPF:|SCI Programming Community Message Board]]. For help with Sierra&amp;#039;s games, see [[SHP:|The Sierra Help Pages]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; News ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2022|February 14, 2022]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[WinAGI]] version 2.1.15 is now available for download. A few enhancements as well as multiple bug fixes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|April 19, 2020]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has released version 1.3.2 of the [[QT AGI Studio]] project. This update adds windows builds, a debian package, and fixes long time bugs in the view and picture editor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|May 10, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Chris Cromer]] has forked the [[QT AGI Studio]] project and updated the code, it now compiles under GCC 7 and has a working 64 bit Linux binary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2019|March 16, 2019]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[User:Andrew Korson|Andrew Korson]] has released a new version of [[WinAGI]], Version 1.2.3. This version incorporates many new features and enhancements that make it even easier to create classic AGI games.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 1px solid #04BF05; background-color: #F0FFF0&amp;quot; width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | &amp;lt;div style=&amp;quot;padding: .4em .9em .9em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[2010|December 13, 2010]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* [[Lance Ewing]] has released a new version of his old DOS [[PicEdit]]. It has been developed in Java for cross platform support.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Getting started ===&lt;br /&gt;
&lt;br /&gt;
New here? Please take the time to visit the [[Community Portal]], which contains useful links for AGI and the AGI Wiki. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute. See [[#How to Contribute|How to Contribute]] below after you have received an account. &amp;lt;!--&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Didn&amp;#039;t find what you were looking for? Try [[Request article|requesting an article]].&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; Links ===&lt;br /&gt;
&lt;br /&gt;
Links for additional help and resources for help for your AGI needs.&lt;br /&gt;
&lt;br /&gt;
[http://sciprogramming.com SCI Programming.com] http://sciprogramming.com&lt;br /&gt;
: [http://sciprogramming.com/community/ AGI Programming Message Boards on SCIProgramming.com] http://sciprogramming.com/community/&lt;br /&gt;
: [http://sciprogramming.com/scitools.php AGI Tools on SCI Programming.com] http://sciprogramming.com/scitools.php&lt;br /&gt;
: [http://sciprogramming.com/fangames.php AGI fan games] http://sciprogramming.com/fangames.php &lt;br /&gt;
[http://www.agi.sierrahelp.com/Tools/AGITools.html AGI Tools on the Sierra Help Pages] http://www.agi.sierrahelp.com/Tools/AGITools.html&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;br /&amp;gt; How to Contribute ===&lt;br /&gt;
&lt;br /&gt;
No registration is required to use this Wiki. Anyone can view the various topics and guides on the AGI Wiki. However, to add or edit pages, you must be [[Special:Userlogin|logged in]]. If you are not registered, you may request an account editing privileges. Contact Collector on the [[SCIPF:|SCI Programming Community Message Board]] or [[SHPF:|The Sierra Help Pages Forums]] if you wish to contribute.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
====&amp;lt;br /&amp;gt; Notes for Editors: ====&lt;br /&gt;
&lt;br /&gt;
Please familiarize yourself with [[Help:Contents | MediaWiki formatting]] before adding or editing pages. See the [[Notes_for_Editors|Notes for Editors]] page for AGI Wiki standards and news.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki Help]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=CG&amp;diff=15589</id>
		<title>CG</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=CG&amp;diff=15589"/>
		<updated>2022-02-15T06:42:25Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;CG- The AGI Game Compiler&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Version &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: &amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{AGISoftwareInfobox&lt;br /&gt;
| Software = CG&lt;br /&gt;
| image = &amp;lt;!-- [[Image:CG.png|190px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Brief Screenshot&amp;#039;&amp;#039; --&amp;gt;&lt;br /&gt;
| Version = &lt;br /&gt;
| ReleaseDate = &lt;br /&gt;
| Company = {{SierraTool}}&lt;br /&gt;
| Published = {{Unpublished}}&lt;br /&gt;
| Developers = &lt;br /&gt;
| ProgLanguage = {{C}}&lt;br /&gt;
| OpenSource = {{ClosedSW}}&lt;br /&gt;
| License = {{NoLicense}}&lt;br /&gt;
| Source = {{NoSourceSW}}&lt;br /&gt;
| Platform = {{DOSTool}}&lt;br /&gt;
| Type = {{AGICompiler}}, {{InhouseTool}}, {{AGIDevTool}}, {{DevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = {{SierraURL}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
CG was Sierra&amp;#039;s in-house AGI Game Compiler. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General compiler behavior:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
In general, CG.EXE is intentionally designed to allow for changes/additions to the action and test commands without needing to rebuild the compiler itself. The compiler only manages the syntax used to access the commands; the commands themselves all need to be declared for the compiler every time it is run. The compiler only has a small number of keywords that are hard coded in the program. Because of this, the compiler was able compile all versions of AGI source code, without needing to update the compiler every time the AGI interpreter was changed.&lt;br /&gt;
&lt;br /&gt;
The compiler processes each source file separately. The sequence of actions is &lt;br /&gt;
*parse input file name, build output file name&lt;br /&gt;
*reset compiler parameters&lt;br /&gt;
*open source file and assign to buffer space&lt;br /&gt;
*create output file (overwriting any existing file) and assign to buffer space&lt;br /&gt;
*initialize the hash table, adding predefined symbols&lt;br /&gt;
*allocate space for output, and for AGI messages&lt;br /&gt;
*compile the source (errors are displayed as they are encountered)&lt;br /&gt;
*close the output file&lt;br /&gt;
*display results, including total number of errors encountered&lt;br /&gt;
*repeat for next source file&lt;br /&gt;
&lt;br /&gt;
The compiler uses a single pass when compiling source (the term &amp;#039;preprocessor&amp;#039; is used occasionally throughout this article to describe some aspects of the compiler, but keep in mind that unlike more modern compilers, all input is compiled linearly, in a single pass; so all declarations and defines need to be listed BEFORE they show up in source code).&lt;br /&gt;
&lt;br /&gt;
The compiler converts all text fields (symbols) it encounters into a hash value (by summing the ascii values of all characters in the symbol, and then returning that value MOD 203). This value is then compared against entries in the compiler&amp;#039;s symbol hash table to determine what it represents. If more than one symbol has the same hash value, the compiler creates linked lists for each hash value to avoid conflicts. If the number of symbols is too large such that all memory is used up to hold them, the compiler will throw an error and quit. For obvious reasons, no duplicate symbols are allowed; if a duplicate is detected, the compiler throws an error. Symbols are case sensitive.&lt;br /&gt;
&lt;br /&gt;
On startup, the following symbols are added to the hash table: %include, %tokens, %test, %action, %flag, %var, %object, %define, %message, %view, #include, #tokens, #test, #action, #flag, #var, #object, #define, #message, #view, goto, if, else, FLAG, OBJECT, MSG, WORD, NUM, MSGNUM, VIEW, VAR, ANY, WORDLIST. These can be broken down into three groups:&lt;br /&gt;
&lt;br /&gt;
===Preprocessor symbols:===&lt;br /&gt;
The symbols starting with &amp;#039;%&amp;#039; or &amp;#039;#&amp;#039; are compiler commands that add symbols to the hash table which tell the compiler how to handle other symbols it will encounter later. Note that there are two versions of each, with either the &amp;#039;#&amp;#039; or &amp;#039;%&amp;#039; character to start. There is no difference between them; the compiler just offers the flexibility to use either format.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;%include:&amp;#039;&amp;#039;&amp;#039; This symbol is used to include another source or header file. Syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%include &amp;quot;filename.ext&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The filename must be enclosed in double-quotes. It can include path information, but not wildcards. Included files can be nested, but there is a limit of 5 layers of nesting. More than that will cause an error.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;⁪⁫⁬⁭⁮⁯⁯&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;%tokens:&amp;#039;&amp;#039;&amp;#039; This symbol is used to load the WORDS.TOK file. Syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%tokens &amp;quot;WORDS.TOK&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The filename doesn&amp;#039;t have to be WORDS.TOK, but it must be a valid AGI word file. It must be enclosed in double-quotes. It can include path information, but not wildcards. If you do not assign a WORDS.TOK file with the %tokens command, the compiler will enter an infinite loop if it tries process a &amp;#039;said&amp;#039; command.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
⁪⁫⁬⁭⁮⁯⁯&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;%test/%action:&amp;#039;&amp;#039;&amp;#039; These symbols are used to declare AGI command symbols. None of the AGI commands are hard coded into the compiler; they must be declared at the beginning of the source code, typically in a header file that is included with the %include command. Syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%test testname([arg1, arg2, ...]) cmdnum&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%action actionname([arg1, arg2, ...]) cmdnum&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The names of commands are well established by precedent (and by example from released original game code), but you can assign any name you want for any command. The arguments must be enclosed in parentheses, separated by commas. If no arguments, empty parentheses must be included. Arguments must be one of the pre-defined argument types (see below). The number of the command (the byte value that goes into the compiled logic) must follow the command declaration. It is imperative that the arguments assigned match exactly with the AGI command associated with the byte command number; the compiler will happily create code that has any combination of command byte values and arguments, but if they don&amp;#039;t match what the interpreter expects, the code won&amp;#039;t run.‌‍&amp;lt;br /&amp;gt;‎&lt;br /&gt;
‏&amp;lt;br /&amp;gt;‪‫‬⁪⁫⁬⁭⁮⁯⁯&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;%flag/%var/%object/%view:&amp;#039;&amp;#039;&amp;#039; Flags, variables, screen objects and views can be assigned symbols using the respective designated preprocessor command. Note that there isn&amp;#039;t a symbol command for numbers; the compiler doesn&amp;#039;t convert numbers into a symbol. Syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%flag flagname flagnum&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%var variablename varnum&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%object objname objnum&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%view viewname viewnum&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These symbol types correspond to the expected argument types that are used in command declarations. For example, if a command is declared with %action as &amp;#039;%action assignn(VAR, NUM)&amp;#039;, a symbol of type %var must be passed as the first argument, and a number must be passed as the second argument. Note that these types are completely arbitrary, meaning as long as the command declaration matches the argument type passed in source code, the compiler won&amp;#039;t have any problem. For example:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%action assignv(VIEW, OBJECT) 3&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%view   a_view     5&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%object an_object 10&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;assignv(a_view, an_object);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will compile, and when run in AGI it would assign variable 10 to variable 5. Of course, there is little practical value in using constructs such as this.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The OBJECT argument type is also used in most original Sierra game source for both screen objects and inventory objects. Care must be taken by the programmer to keep them straight, because the compiler won&amp;#039;t do it for you.&amp;lt;br /&amp;gt;‎&lt;br /&gt;
‏&amp;lt;br /&amp;gt;‪⁪⁫⁬⁭⁮⁯⁯&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;%define:&amp;#039;&amp;#039;&amp;#039; The generic define command allows you to assign a symbol to a number, text, or another symbol. Syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%define define_name define_value&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because the define value can be another symbol, you can do things like:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%var v0      0&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%define currentroom v0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%var v200   200&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%define lvar1  v200&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%define counter  lvar1&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;addn(counter, 1); [ same as addn(lvar1, 1) or addn(v200, 1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Symbols can be nested in this manner as deep as you want. As long as each symbol is defined before it is referenced, the compiler will continue substituting define values until it reaches a non-text symbol type (var, num, flag, msgnum, etc.)&amp;lt;br /&amp;gt;&lt;br /&gt;
⁪⁫⁬⁭⁮⁯⁯&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;%message:&amp;#039;&amp;#039;&amp;#039; message symbol declarations are a bit different from other symbol declarations. Syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%message msgnum &amp;quot;message text&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the number precedes the text value, unlike other symbols, where the number is last. The message text must be included in quotes. It cannot be split, i.e. the compiler will not automatically concatenate multi-line strings. The message text can be a symbol that was previously %defined to be a string value. For example&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;%define aboutmsg &amp;quot;AGI Game, by Author&amp;quot;&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;%message 1 aboutmsg&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
will compile with no errors.&amp;lt;br /&amp;gt;&lt;br /&gt;
 ‏‪‫‬⁪⁫⁬⁭⁮⁯⁯&lt;br /&gt;
===Keywords:===&lt;br /&gt;
There are only three key words that the compiler recognizes - &amp;#039;if&amp;#039;, &amp;#039;else&amp;#039; and &amp;#039;goto&amp;#039;. The syntax for &amp;#039;if&amp;#039; and &amp;#039;else&amp;#039; used by the compiler is identical to the AGI &amp;#039;canon&amp;#039; syntax. &amp;#039;if&amp;#039; statements must be in parentheses, curly brackets separate code blocks, etc. The &amp;#039;and&amp;#039; and &amp;#039;or&amp;#039; features are the same (&amp;#039;&amp;amp;&amp;amp;&amp;#039; and &amp;#039;||&amp;#039; as operators, and &amp;#039;or&amp;#039;ed tests must be in parentheses). The exclamation point &amp;#039;!&amp;#039; is used for negation of test commands.&lt;br /&gt;
&lt;br /&gt;
The goto command does not use parentheses. Using parentheses will cause an error. The syntax is:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;goto label&amp;lt;/code&amp;gt;&lt;br /&gt;
Labels are defined with a colon followed by the label name, with no space between them. If there is a space between them, the compiler will create a label using a null string (&amp;quot;&amp;quot;), and the following text will be interpreted by the compiler as the next command symbol.&lt;br /&gt;
 ‏‪‫‬⁪⁫⁬⁭⁮⁯⁯&lt;br /&gt;
===Argument types:=== &lt;br /&gt;
Arguments used in action and test commands must be designated as one of ten different argument types. When declaring a command, the compiler expects a symbol with a type that matches the argument type, and it must be one of the predefined argument types for each argument. They are case sensitive, so &amp;#039;var&amp;#039; is not the same as &amp;#039;VAR&amp;#039;. With the exception of numbers and vocabulary words (from WORDS.TOK), all arguments must be passed as a symbol that was previously declared using the appropriate &amp;#039;preproccessor&amp;#039; command. For example, if an argument is of type FLAG, you must pass a symbol declared with the &amp;#039;%flag&amp;#039; command.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;FLAG:&amp;#039;&amp;#039;&amp;#039; Use this argument type when you want a command to use a flag argument.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;OBJECT:&amp;#039;&amp;#039;&amp;#039; Use this argument type when you want a command to use a screen object argument.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;MSG:&amp;#039;&amp;#039;&amp;#039; This argument type is not used by CG.EXE or AGI; it appears to be a legacy type that no longer works. The internal value assigned to it will actually create an error if you try to use this argument type in a command declaration.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;WORD:&amp;#039;&amp;#039;&amp;#039; This is another legacy argument type. If used, the compiler will expect a single word from the WORDS.TOK file. There are no AGI commands that take a single word as an argument. (Earlier versions of AGI did use a &amp;#039;said&amp;#039; command that took a single word as an argument.)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;NUM:&amp;#039;&amp;#039;&amp;#039; Use this argument type when you want a command to use a numeric argument value.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;MSGNUM:&amp;#039;&amp;#039;&amp;#039; Use this argument type when you want a command to use a message number as an argument value. The message must be properly declared with %message before it is used in a command.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;VIEW:&amp;#039;&amp;#039;&amp;#039; Use this argument type when you want a command to use a view argument.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;VAR:&amp;#039;&amp;#039;&amp;#039; Use this argument type when you want a command to use a variable argument.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;ANY:&amp;#039;&amp;#039;&amp;#039; This argument type should not be used in command declarations. It is an internal type that is used when the compiler is handling shorthand syntax such as &amp;#039;v0 = v1;&amp;#039;. Technically, you could use this in a command declaration, in which case, any valid symbol would be compiled. But using strict argument typing helps prevent bugs by forcing the game programmer to use correct argument types.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;WORDLIST:&amp;#039;&amp;#039;&amp;#039; This argument type is only used by the &amp;#039;said&amp;#039; command. It acts as a placeholder for one or more words from the WORDS.TOK file. Its placement at the end of the list suggests it was added after the &amp;#039;said&amp;#039; command was changed from having a single word argument to a variable number of arguments. Unlike modern AGI compilers (WinAGI and AGIStudio for example), argument values are not passed as double-quoted strings; instead, they are passed quote free, and the dollar sign ($) is used in place of spaces. For example, if your word in WORDS.TOK is &amp;#039;save game&amp;#039;, it would look like this in a &amp;#039;said&amp;#039; command:&lt;br /&gt;
&amp;lt;code&amp;gt;said(save$game)&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shorthand Syntax:===&lt;br /&gt;
The compiler provides limited support for shorthand syntax in lieu of command names. But instead of just recognizing the shorthand command and directly adding the appropriate byte code, the compiler actually inserts the matching command symbol into the data stream, as if it had been typed in the source code and then compiles that symbol. This means the declarations of shorthand commands must exactly match the internal spelling. For example, you can&amp;#039;t create a custom action command for the assignn function (byte code 3); you must declare it as &amp;#039;assignn&amp;#039;. (You could create a #define value to assign another different command text value to assignn though.) The supported shorthand commands are:&lt;br /&gt;
*&amp;#039;++&amp;#039; and &amp;#039;--&amp;#039; can be used as shorthand for increment/decrement. The operators must precede the variable being modified. So &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;++variable1; [ OK&amp;lt;/code&amp;gt;&lt;br /&gt;
will compile, but &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;variable1++; [ syntax error &amp;lt;/code&amp;gt;&lt;br /&gt;
will throw an error.&lt;br /&gt;
*assignn/assignv, addn/addv and subn/subv can be replaced with &amp;#039;v# = #/v#&amp;#039;, &amp;#039;v# += ##/v#&amp;#039; and &amp;#039;v# -= ##/v#&amp;#039;. For addition and subtraction, you can&amp;#039;t use the longer notation &amp;#039;v# = v# + ##&amp;#039;. For example:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;v1 = v2;  [ OK, same as assignv(v1, v2);&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;v1 += 1;  [ OK, same as addn(v1, 1);&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;v1 -= v3; [ OK  same as subv(v1, v3);&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;v1 = v1 + 2; [ NOT OK, syntax error&amp;lt;/code&amp;gt;&lt;br /&gt;
*left and right indirection can be replaced with &amp;#039;@v# = #/v#&amp;#039; and &amp;#039;v# = @v#&amp;#039;. Note this is different from modern compilers that use the asterisk/star character (*). For example:&lt;br /&gt;
&amp;lt;code&amp;gt;@v1 = 1;   [ OK, same as lindirectn(v1, 1);&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;@v2 = v3;  [ OK, same as lindirectv(v2, v3);&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;v4 = @v5;  [ OK, same as rindirect(v4, v5);&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;*v1 = 1;   [ NOT OK, wrong indirect symbol&amp;lt;/code&amp;gt;&lt;br /&gt;
*for test commands, &amp;#039;==&amp;#039;, &amp;#039;&amp;gt;&amp;#039;,  and &amp;#039;&amp;lt;&amp;#039;, can be used in place of  equaln/equalv, greatern/greaterv and lessn/lessv. &amp;#039;!=&amp;#039;, &amp;#039;&amp;gt;=&amp;#039; and &amp;#039;&amp;lt;=&amp;#039; can be used in place of the negated versions of these commands.&lt;br /&gt;
*flags can be tested by their name; i.e. &amp;#039;if(flag1)&amp;#039; will compile as if it were &amp;#039;if(isset(flag1)&amp;#039;.&lt;br /&gt;
*variables can also be tested by name; &amp;#039;if(var1)&amp;#039; will compile as if it were &amp;#039;if(greatern(var1, 0)&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Syntax Information:===&lt;br /&gt;
Commas and semi-colons are completely interchangeable. You can use either to separate arguments in a command, or to mark the end of a line.&lt;br /&gt;
&lt;br /&gt;
The compiler does not require the end of line marker. Commands can be separated by one or more spaces, a line feed (not a carriage return), a semi-colon, or a comma. Line feeds (ascii value 10) but not carriage returns (ascii value 13) mark new lines. Carriage returns are completely ignored.For example:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;assignn(v1, 1); [ OK&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;assignn(v2; 2) ,, assignn(v3;3)  [ OK&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;assignn&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;(&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;v1&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;,&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;) [ OK; same as first line&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For numeric arguments, the compiler does not enforce unsigned byte values. If a number value is greater than 255, the compiler uses number MOD 256. Negative numbers will also compile without error; the compiler converts them to 2s-complement (and will also MOD it if result is &amp;gt; 8 bits). &lt;br /&gt;
&lt;br /&gt;
The only supported comment tag is the open square bracket ([). Double-slash (//) is not supported by the compiler, nor are block comments.&lt;br /&gt;
&lt;br /&gt;
A &amp;#039;return&amp;#039; command (byte code 0) is automatically added by the compiler. If the source code also ends with a &amp;#039;return&amp;#039; command, the resulting compiled logic will in fact end with two return byte codes. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Version History ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Version 3.14:&lt;br /&gt;
*Original File Date/Time: August 1, 1986 (10:29:58 AM)&lt;br /&gt;
*CRC32: 022E711B&lt;br /&gt;
*MD5: A70C533DCBDAA58491DD09A10AC1F251&lt;br /&gt;
*SHA-1: 4700B789548A53FBE3600ADDB55E4B1C492436E0&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Usage ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;cg room [room...] [-o output_directory] [-b buffer_size]&amp;lt;/code&amp;gt;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;-o&amp;#039;&amp;#039;&amp;#039;: Sets the output directory (where the compiled logic files will be saved). The default is the current directory. The output directory can be any legal MSDOS directory name, including relative paths. If the path is not valid, the compiler will quit with an error. If the argument following the -o switch is missing, the current directory is used. If the argument is a valid directory name, but does not exist, the compiler will run, but will raise an error at the end when it can&amp;#039;t write the output files.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;-b&amp;#039;&amp;#039;&amp;#039;: Adjusts buffer size. The default is 1000h (4K). If the argument following the -b switch is non-numeric or missing, a value of zero is used, which will cause the compiler to fail immediately. A larger value means disk writes are minimized, but it will also take up more memory.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;-v&amp;#039;&amp;#039;&amp;#039;: Sets &amp;#039;verbose&amp;#039; mode. This switch does not take an argument. When used, it causes the output to display additional information, including the number of symbols and messages found in the source file, and information on the symbol hash table.&lt;br /&gt;
&lt;br /&gt;
Arguments (command switches and source files) can be in any order. Each argument, including source code files (&amp;#039;room&amp;#039;) must be separated by one or more spaces. Filenames have to be valid MSDOS filenames (no long-filenames) and can include path info and wildcard characters (&amp;#039;?&amp;#039; and &amp;#039;*&amp;#039;).&lt;br /&gt;
&lt;br /&gt;
If no arguments are passed, the usage information is displayed. If no source files are passed (only one or more command switch) the program switches to console mode, and source files can then be typed in separately. Pressing ENTER adds a file to the list, pressing CTRL+Z and then ENTER sends that list to the program, which are then processed.&lt;br /&gt;
&lt;br /&gt;
Source filenames without an extension are assumed to have the &amp;#039;.cg&amp;#039; extension. If specified, any extension will work just fine. You can also pass a list of files by preceding the file that has the list with the &amp;#039;@&amp;#039; symbol; i.e. &amp;#039;cg @roomlist.txt&amp;#039; will open the file &amp;#039;roomlist.txt&amp;#039; and read each line as an input source file name. You can also specify DOS environment variables &amp;#039;HEAD&amp;#039; and &amp;#039;TAIL&amp;#039;, which are added to the beginning and end of the file list passed on the command line.&lt;br /&gt;
&lt;br /&gt;
Source filename (not extension) must include a number, or the compiler will throw an error. The output file for a source is always the sourcefile truncated at the first number, with the number as the extension. For example, &amp;#039;logic1.cg&amp;#039; output is &amp;#039;logic.1&amp;#039;, &amp;#039;log2a3.txt&amp;#039; becomes &amp;#039;log.2&amp;#039;, etc.&lt;br /&gt;
&lt;br /&gt;
The maximum number of source files (including those specified by name, by wildcard and in file lists) is 200, which seems odd since AGI allows up to 256 logics in a game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
https://sciprogramming.com/community/index.php?topic=2034.0&lt;br /&gt;
&lt;br /&gt;
== Also See ==&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Info]]&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15588</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15588"/>
		<updated>2022-02-15T04:33:41Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2022|2022/02/14]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| Image = [[Image:WinAGI.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.15&lt;br /&gt;
| ReleaseDate = [[2021|2021/04/03]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| Interface = {{GUI}}&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.15: Decode logic now has two code styles to choose from (affects how if statements are structured). Renumbering now marks logics as uncompiled, and updates tooltips. Fixes a minor bug in compiler that would improperly concatenate strings in very specific situations. Cursor now gets restored correctly after compiler error. The splitter in View editor now works correctly (it used to have a border that would show the split icon, but not react to mouse movement). Resource tooltips now get refreshed when one game closes and another is opened. Words.tok editor now correctly saves an imported wordlist. Fixed a bug in exporting view loops as gifs that was incorrectly setting cel values. Hiding the resource tree panel will now also hide the preview window. Fixed bugs in View editor and sound editor so imported resources will save correctly. Fixed bug in compiler that would ignore a single quote instead of raising an error. Fixed the statusbar flicker problem when previewing pictures. Message cleanup tool improved to better handle non-standard placement of message declarations. Fixed the block-uncomment feature (it would skip lines in certain situations). Fixed a major bug in the richtext editor control undo/redo functions. The compile toolbar button is now disabled when editing a logic not in-game. Console updated; allows export/import(add) of individual resources. Fixed minor bug in the remove resource function, so checkboxes in the message boxes remain unchecked by default. Fixed a bug in the NewView and NewSound functions so they get initialized correctly when not immediately added to a game. The caption for logics that are not in-game now show filename like other resource types. Changing the gameid, aboutmsg, versionmsg define values now updates affected logics as uncompiled. Many updates, corrections, additions to help file. Compile option on treelist context menu works correctly now. Saving a logic now correctly updates the form caption. Undo/redo now set logic editor dirty status. The GameAbout and GameVersion properties now correctly display new line characters. Logic search function now works with extended characters. Added CTRL+DblClick to open a resource ID from within a logic editor. Files ending &amp;#039;wag&amp;#039; with extra characters at the end (for example, *.wagx) no longer confuse the open/import game functions. Fixed major issue with &amp;#039;new game from template&amp;#039; so copied files and directories get correctly renamed. New &amp;#039;pointer&amp;#039; syntax option added to make indirect coding easier to manage. Max scale factors for view and picture editors increased (makes editing a lot easier on larger monitors). #define values that have a trailing semicolon now throw an error, instead of assuming the value is a string. The &amp;#039;edit coordinate&amp;#039; form now shows centered in the main window. Fixed bug in picture editor that would show the priority frame over the palette in some resizing situations. Syncing menus with active form/control appears to be fixed for good this time.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names) &lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_15.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.21 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_1_15.zip&amp;diff=15587</id>
		<title>File:WinAGI 2 1 15.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2_1_15.zip&amp;diff=15587"/>
		<updated>2022-02-15T04:11:56Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: Install file for WinAGI version 2.1.15&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Install file for WinAGI version 2.1.15&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15504</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15504"/>
		<updated>2021-12-26T20:15:24Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2021|2021/04/03]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| image = [[Image:winagi.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.12&lt;br /&gt;
| ReleaseDate = [[2021|2021/04/03]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.12: - Adds a new executable file that runs in windowless console mode. Fixes bug in settings functions that would not save MsgByNumber value. Adds menu item and toolbar button to show character map dialog on logic and text editors. Modifies error messages when read-only files are encountered so it is more clear to user. Adds command line switches to compile games without running the user interface. Allows use of lower case letters in the GameID property. Fixes bug in words editor when a file with no group zero words is opened. Fixes a bug in view editor when a view with a bad description pointer is opened. Fixes unhandled error in global editor that crashes program if entire row is selected when switching to a different window. Fixes bug in global editor that would clear clipboard when an entire row is copied. Fixes bug in settings form that does not show comment bold status in the preview window. Adds option to decompile message arguments as markers (m1, m2, etc) instead of literal strings. Fixes the broken line tool in Picture Editor. Adds a listbox option to display resources, navigation buttons to make browsing through resources easier, support for code snippets, improvements to rich text editor, layout editor, and many more minor enhancements and bug fixes. It also includes playback and export of Apple IIgs sounds (but not editing - yet).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names)&lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command, and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_12.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.17 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** [[File:WinAGI_2-1-14source.zip|Source code]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2-1-14source.zip&amp;diff=15503</id>
		<title>File:WinAGI 2-1-14source.zip</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=File:WinAGI_2-1-14source.zip&amp;diff=15503"/>
		<updated>2021-12-26T20:03:58Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=User:Andrew_Korson&amp;diff=15486</id>
		<title>User:Andrew Korson</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=User:Andrew_Korson&amp;diff=15486"/>
		<updated>2021-04-04T08:24:06Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: /*  Games by Andrew Korson */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{DesignerInfobox&lt;br /&gt;
| Portrait = [[Image:AndrewKorson.png|150px]]&lt;br /&gt;
| Name = Andrew Korson&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; A.K.A. ==&lt;br /&gt;
&lt;br /&gt;
* AGKorson&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; About ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Author of WinAGI&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Home Page ==&lt;br /&gt;
&lt;br /&gt;
* [mailto:agkorson@charter.net agkorson@charter.net]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Games by Andrew Korson ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &amp;lt;!-- width=&amp;quot;800&amp;quot; --&amp;gt;&lt;br /&gt;
! width=&amp;quot;350&amp;quot; | Title !! width=&amp;quot;30&amp;quot; | Year !! width=&amp;quot;450&amp;quot; | Credits&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[WinAGI]] || align=&amp;quot;center&amp;quot; | [[2021|2019/04/03]] || Developer&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Releases by Andrew Korson|Releases by Andrew Korson]]&lt;br /&gt;
* [[:Category:Fan AGI Software Developers|Category:Fan AGI Software Developers]]&lt;br /&gt;
&amp;lt;!-- * [[thiswiki:Special:Contributions&amp;amp;contribs=user&amp;amp;target=Andrew+Korson|Andrew Korson&amp;#039;s Wiki Contributions]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15485</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15485"/>
		<updated>2021-04-04T08:22:46Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI Game Development System&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2021|2021/04/03]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| image = [[Image:winagi.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.12&lt;br /&gt;
| ReleaseDate = [[2021|2021/04/03]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.12: - Adds a new executable file that runs in windowless console mode. Fixes bug in settings functions that would not save MsgByNumber value. Adds menu item and toolbar button to show character map dialog on logic and text editors. Modifies error messages when read-only files are encountered so it is more clear to user. Adds command line switches to compile games without running the user interface. Allows use of lower case letters in the GameID property. Fixes bug in words editor when a file with no group zero words is opened. Fixes a bug in view editor when a view with a bad description pointer is opened. Fixes unhandled error in global editor that crashes program if entire row is selected when switching to a different window. Fixes bug in global editor that would clear clipboard when an entire row is copied. Fixes bug in settings form that does not show comment bold status in the preview window. Adds option to decompile message arguments as markers (m1, m2, etc) instead of literal strings. Fixes the broken line tool in Picture Editor. Adds a listbox option to display resources, navigation buttons to make browsing through resources easier, support for code snippets, improvements to rich text editor, layout editor, and many more minor enhancements and bug fixes. It also includes playback and export of Apple IIgs sounds (but not editing - yet).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names)&lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command, and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_12.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.17 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** Source code is available by contacting the developer, [[Andrew Korson]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
	<entry>
		<id>http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15484</id>
		<title>WinAGI</title>
		<link rel="alternate" type="text/html" href="http://agiwiki.sierrahelp.com//index.php?title=WinAGI&amp;diff=15484"/>
		<updated>2021-04-04T08:21:49Z</updated>

		<summary type="html">&lt;p&gt;Andrew Korson: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-size: 22pt&amp;quot;&amp;gt;WinAGI&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Author: [[Andrew Korson]]&amp;#039;&amp;#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[2019|2021/04/03]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{FanAGISoftwareInfobox&lt;br /&gt;
| Software = WinAGI Game Development System&lt;br /&gt;
| image = [[Image:winagi.png|thumb|center|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&amp;#039;&amp;#039;WinAGI Screenshot&amp;#039;&amp;#039;&amp;lt;/div&amp;gt;]]&lt;br /&gt;
| Version = 2.1.12&lt;br /&gt;
| ReleaseDate = [[2021|2021/04/03]]&lt;br /&gt;
| Company = N/A&lt;br /&gt;
| Published = {{Published}}&lt;br /&gt;
| Developers = {{AndrewKorson}}&amp;lt;!-- [mailto:agkorson@charter.net Andrew Korson] --&amp;gt;&lt;br /&gt;
| ProgLanguage = {{VB6}}&lt;br /&gt;
| OpenSource = {{Open}}&amp;lt;!-- {{Closed}} --&amp;gt;&lt;br /&gt;
| License = {{GPL}}&lt;br /&gt;
| Source = {{SourceSW}}&amp;lt;!-- {{NoSourceSW}} --&amp;gt;&lt;br /&gt;
| Platform =  {{WinTool}}&lt;br /&gt;
| Type = {{AGIIDE}}, {{AGIDevTool}}&lt;br /&gt;
| Localization = {{EnglishTool}}&lt;br /&gt;
| Website = [[scipf:15.0|AGI Forum]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Description ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI is a full featured game development system, that includes editors that provide full control over of all resources in an AGI game. It includes many new integrated tools to assist in game design and development, allowing you to create new AGI games more efficiently and with less effort.&lt;br /&gt;
&lt;br /&gt;
The WinAGI Game Development System was created by [[User:Andrew Korson|Andrew Korson]]. It may be distributed under the terms of the GNU General Public License. &lt;br /&gt;
&lt;br /&gt;
The current version of WinAGI is 2.1.12: - Adds a new executable file that runs in windowless console mode. Fixes bug in settings functions that would not save MsgByNumber value. Adds menu item and toolbar button to show character map dialog on logic and text editors. Modifies error messages when read-only files are encountered so it is more clear to user. Adds command line switches to compile games without running the user interface. Allows use of lower case letters in the GameID property. Fixes bug in words editor when a file with no group zero words is opened. Fixes a bug in view editor when a view with a bad description pointer is opened. Fixes unhandled error in global editor that crashes program if entire row is selected when switching to a different window. Fixes bug in global editor that would clear clipboard when an entire row is copied. Fixes bug in settings form that does not show comment bold status in the preview window. Adds option to decompile message arguments as markers (m1, m2, etc) instead of literal strings. Fixes the broken line tool in Picture Editor. Adds a listbox option to display resources, navigation buttons to make browsing through resources easier, support for code snippets, improvements to rich text editor, layout editor, and many more minor enhancements and bug fixes. It also includes playback and export of Apple IIgs sounds (but not editing - yet).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===&amp;lt;br /&amp;gt; Screenshots ===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS1.png|320px]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot;|[[Image:WinAGISS2.png|320px]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Most of WinAGI&amp;#039;s features are customizable via the Settings command, allowing users to configure the design environment to suit individual preferences. Users can use menus, keyboard shortcuts or toolbars for most actions, depending on preferred input method.&lt;br /&gt;
&lt;br /&gt;
WinAGI provides many enhancements to your AGI game to assist in development. These enhancements won&amp;#039;t be part of the final game, but make the design process go much more quickly:&lt;br /&gt;
&lt;br /&gt;
* Resource List: A tree-based layout of your game, with easy access to key properties for your game, and individual resources&lt;br /&gt;
* Resource IDs: Each resource can be given an ID to help identify it in logics. This improves readability. &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Changes to Resource IDs automatically updates all relevant logic scripts&lt;br /&gt;
* Preview Window: All resources can be previewed&lt;br /&gt;
* Import/Export: WinAGI allows you to import and export all resource types, and support several format types for each resource type.&lt;br /&gt;
* Printing: All resources can be printed from within WinAGI.&lt;br /&gt;
* Compiler: WinAGI includes a robust game compiler that allows you to do a full game compile; compile to a new directory; rebuild volume files to reduce slack space, and compile only those logics which have had their source code changed&lt;br /&gt;
* New games can be created from templates or from scratch&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Seamlessly integrate game engines, including [[ScummVM]], [[NAGI]] and [http://dosbox.com DOSBox] (with original DOS files) to easily test games during development&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resource Editors ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI includes highly capable editors for all AGI resource types. Every editor includes multiple levels of Undo.&lt;br /&gt;
&lt;br /&gt;
=== Logic Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Logic Editor:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A rich text editor with customizable syntax highlighting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* AutoText complete feature for AGI commands&lt;br /&gt;
* Easily insert defines and reserved words by using the List Defines command &lt;br /&gt;
* Supports the &amp;#039;official&amp;#039; AGI syntax&lt;br /&gt;
* Includes a tool to &amp;#039;clean up&amp;#039; the message section, eliminating clutter and wasted space in compiled logics for unused messages&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Hovering over defined words will show the variable/flag/string value assigned to the define&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Easily change comment status for multiple lines of text using the block/unblock comment feature&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Use the embedded character map tool to easily add extended characters to message text&lt;br /&gt;
&lt;br /&gt;
=== Picture Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Picture Editor&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Drawing tools for all standard picture draw commands&lt;br /&gt;
* New tools for drawing circles, rectangles, trapezoids&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Test mode that allows you to use any view to validate how the view interacts with the picture&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Cut, copy and paste feature alllowing easy control over multiple drawing commands&lt;br /&gt;
* drag-an-drop movement control over individual coordinates as well as selections of commands&lt;br /&gt;
* Vertical and horizontal flipping of drawing commands&lt;br /&gt;
* Split and Join feature allowing much finer control of the drawing action&lt;br /&gt;
* Work in split screen mode, or toggle between visual and priority screens&lt;br /&gt;
* Load background images to allow tracing of existing graphics images&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Transparency setting allows background to be visible while drawing over it &lt;br /&gt;
* Show or hide priority lines to help manage picture priority&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Priority lines can be adjusted to match [[set.pri.base]] command options&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Export pictures (or priority screen) as bitmap, jpeg or tiff image, individually or in bulk&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Individual coordinates can be manually edited to fine tune coordinate position&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== Sound Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the Sound Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Staff based graphical design window&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Option to display graphical window for only the currently active track&lt;br /&gt;
* Easy manipulation and complete control of each note property via propery window&lt;br /&gt;
* Preview sounds as MIDI output&lt;br /&gt;
* Choice of MIDI instruments when previewing sounds&lt;br /&gt;
* Import and export sounds as Nick Sonneveld&amp;#039;s sound script formatted files&lt;br /&gt;
* Export sounds as MIDI files&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== View Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the View Editor:&lt;br /&gt;
&lt;br /&gt;
* Toolbar for easy access to common actions&lt;br /&gt;
* Common pixel based editing tools; pencil, line, box, solid box, eraser&lt;br /&gt;
* Selection tool to easily cut, copy, paste move cel data&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Clipboard support to allow pasting of cel data, entire cels and entire loops among different views&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; A preview window is included in the editor to show effect of changes to cels in real time&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== OBJECT Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the OBJECT Editor:&lt;br /&gt;
&lt;br /&gt;
* A search-in-logic feature to easily find instances of an inventory object in your game logics&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Ability to edit the Maximum Screen Objects value for your game, instead of being stuck with the default of 16&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Automatic detection of duplicate items&lt;br /&gt;
* Multi-level Undo capability&lt;br /&gt;
&lt;br /&gt;
=== WORDS.TOK Editor ===&lt;br /&gt;
&lt;br /&gt;
Features of the WORDS.TOK Editor:&lt;br /&gt;
&lt;br /&gt;
* A toolbar for easy access to common actions&lt;br /&gt;
* Undo command&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A search-in-logic feature to easily find instances of a word in your game logics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Drag-and-drop functionality to add words to logics&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== WinAGI Tools ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Besides the editors for all resource types, WinAGI includes some additional tools to assist in game design.&lt;br /&gt;
&lt;br /&gt;
=== Layout Editor ===&lt;br /&gt;
&lt;br /&gt;
To assist in overall game design, WinAGI includes an graphical based Layout Editor. With this editor, you can set the overall design of your game by adding rooms and the exit conditions (i.e. new.room commands based on edge codes or other conditions). The layout editor is integrated with the Logic Editor, meaning that as you add, remove, edit various exits, WinAGI will automatically insert the correct code to move ego from room to room. The Help file provides detailed instructions on how to use the layout editor.&lt;br /&gt;
&lt;br /&gt;
=== Menu Editor ===&lt;br /&gt;
&lt;br /&gt;
Instead of manually creating menus, WinAGI offers a Menu Editor that allows you to design your menu in a graphic environment. You can see exactly how the menu will look while you are editing it. Once you have created your menu, WinAGI will automatically create the code and insert it into your logic source file.&lt;br /&gt;
&lt;br /&gt;
=== Global Defines ===&lt;br /&gt;
&lt;br /&gt;
WinAGI offers an alternative to the traditional #include file to manage defined names. The Global Defines editor provides a table based editor to easily manage your list of defines. Names defined in the Global Defines list are available to all logics.&lt;br /&gt;
In addition, the names for reserved variables, flags and numerical constants are built in to WinAGI&amp;#039;s compiler, and don&amp;#039;t need to be explicitly defined for each logic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Changes made to global defines automatically update all affected logic scripts&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEW!!&amp;#039;&amp;#039;&amp;#039; Reserved defines can be easily edited for individual preference&lt;br /&gt;
&lt;br /&gt;
=== Custom Tools ===&lt;br /&gt;
&lt;br /&gt;
WinAGI provides a custom Tool menu that allows you to easily launch other programs or utilities, link to web pages, or to documents, such as text files, etc.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Compatibility with AGI Studio ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
WinAGI can read AGI games that have been created with [[AGI Studio|AGI Studio]]. However, certain features of WinAGI are not supported by AGI Studio, namely:&lt;br /&gt;
&lt;br /&gt;
* resource IDs (which affects resource file names)&lt;br /&gt;
* WinAGI project properties, including layout information and other game level properties&lt;br /&gt;
* built-in reserved define names and use of the global defines tool (in lieu of creating separate define.txt for every game)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Help File ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The WinAGI help file provides documentation for all features available in the development system.&lt;br /&gt;
&lt;br /&gt;
It also includes a detailed, up to date AGI reference section that explains all aspects of AGI.&lt;br /&gt;
&lt;br /&gt;
For help with programming, a detailed logic command reference is also supplied that fully describes every single AGI command, and includes programming notes and examples.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Download ==&lt;br /&gt;
&lt;br /&gt;
* [[File:MSI.png]] [[File:WinAGI_2_1_12.zip|WinAGI Installer]] &amp;amp;nbsp; &amp;lt;span class=&amp;quot;DLInfo&amp;quot;&amp;gt; (MSI file) [9.17 MB]&amp;lt;/span&amp;gt;&lt;br /&gt;
** Source code is available by contacting the developer, [[Andrew Korson]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;br /&amp;gt; Also See ==&lt;br /&gt;
&lt;br /&gt;
* [[:Category:AGI Tools|AGI Tools]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Category:]]--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Andrew Korson</name></author>
	</entry>
</feed>