Articles
NAGI Documentation
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NAGI Warnings
The original Sierra interpeter let a lot of things slide whenever the
logic programmer makes a mistake. While this is nice when you're playing
a game and you don't want to be hassled by warnings, it's not so useful when
you're the logic programmer. NAGI is slowly adding warnings to it's
code to help programmers prevent easy mistakes.
Object Loading Warnings
"object_file_load(): and the baby bear said, "this object is too small!""
Object files have to be a certain size or else they're no longer object
file. This is just a quick sanity check.
"object_file_load(): default options invalid. Attempting alternative
decryption/packing methods..."
There are several different types of object files available (encryption,
word packing) so NAGI tries the default option first. If this option
does not work this means it probably is under the wrong agi standard in
standard.ini but it will try different methods anyway.
"object_file_load(): invalid object file"
After trying different methods to open the object file, if it doesn't
look correct then NAGI will assume it's an invalid object file and stop
loading.
"object_file_load(): number of animated object's defined = XXX"
This is just a handy way of comparing the number of animated objects defined
between games.
"object_file_load(): warning! object string does not end in '\0'.
"
This means that the last string in the object file does not end with
an EOL character. Usually nothing points to the last string in the
object file but this is just in case because if something does and a function
tries to read it, it won't stop and will keep on reading into unknown memory.
Directory Warnings
"dir_load(): original dir option failed. Trying alternative dir
options."
If the original dir option does not work, NAGI will print this message
and then try other dir names/methods to load it up.
"dir_load(): unable to load an AGI directory."
After trying different directory names, NAGI will give up and print this
error
Other Warnings
"obj_loop_set(): "just out of range" loop bug occured with anim obj
XXX"
A warning to the bug mentioned in the "Bugs in Sierra's Interpreter" section.
NAGI will then silently set the loop to the last loop available in
the view object
"mstack max = XXX"
The Brian Buff mouse support uses a stack so if two button presses occur
between a game loop, it won't lose any data. This is just a reminder
of what the largest size of the stack is for debugging purposes. (ie, if
it keeps on getting bigger then you're not checking it often enough)
"no cmd=CMD NAME"
"no eval=EVAL NAME"
Prints this warning if a command was not implemented in NAGI and it had
to ignore it. There are a handful of commands and evaluations that
NAGI does not support. Namely the Amiga specific ones and some debugging
commands.
"cmd_clear_lines(): warning, upper and lower in wrong order."
Some games try and reverse the upper and lower bounds but it's not correct
and it used to crash NAGI until it checked it. If this error occurs,
NAGI will only clear the first line at upper to prevent screen clearage in
some games.
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