
↑ When using, the background colour can only be black.↑ Versions outside of the 2.4XX tp 2.9XX range may have had 12 strings.The last 11 slots in the saved game file are unused. ↑ Although the size (200 bytes) allows for 50 key mappings, in reality the interpreter appears to have a lower limit hard-coded internally of 39.↑ The keycode values for this mapping are the same values as used by the set.key command.It is possible that the inclusion of the maximum number of animated objects value in the OBJECT file in later AGI v2 versions replaced the need for the max.drawn() command. This command is missing from subsequent AGI v2 versions. ↑ AGI v2.001 (as used by the booter version of Donald Duck's Playground) had a command called max.drawn() with opcode value 143 that allow this value to be set by a Logic script.Stores a pushed position within the script event list. Picture bottom row number on the screen (indirectly set by configure.screen) Picture top row number on the screen (as set by configure.screen command) Status line row number on the screen (as set by configure.screen command) Show status line = 1, Don't show status line = 0 User input row number on the screen (as set by configure.screen command) In text.screen, background colour in top 4-bits, foreground in bottom 4-bits. Will only be 0 (black) or 0xFF (for inverse). First 2 bytes keycode, second 2 bytes controller num. Maximum number of animated objects that can be drawn at a time. Game ID("SQ2", "KQ3", "LLLLL", etc.), NUL paddedįlags, 8 flags per byte, starting with highest bit firstĬlock ticks since game started. This can be up to 30 printable characters, and is padded out with NUL (\0) bytes to a total of 31 bytes. The six sections below appear one after the other in the order listed. Where a numeric value is specified over multiple bytes, it is always little-endian, unless otherwise noted. Note that the "Byte" offsets for each section are specified as being from the start of that section and not the start of the file. The other five sections follow a high level format where the first two bytes give the length of the section and the remainder is the data for that section. The first section contains only the description of the saved game. The saved game file consists of six sections. The format of AGI v3 saved games has not yet been explored for the purposes of this spec, but it is known that AGI v2.272 differs somewhat in format and almost certainly those versions prior to 2.272 will therefore be different as well. The specification below currently focuses on the format used by that version range. The format of the saved game file was relatively consistent between versions 2.4XX and 2.9XX apart from one minor addition. KQ1, SQ2, etc., and where is a number starting at 1. AGI saved game files are named as follows:
