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console | Determines whether standard output and errors will
go to the console window (console=1) or to two separate text files.
Handy if you want to record debug messages that occur. |
crc_print | Prints the CRC of all games detected. Handy
to add an unknown game to NAGI’s CRC list. Use with console=0 to save
them to a file. |
dir_list | a list of directories, separated by ‘;’ that NAGI
will search to find AGI games. If it is not a full path, it will search
from the folder N.EXE exists in. ie, if you define dir_Search_list
to equal “.;games” it will search nagi’s main folder and a folder called games,
also in nagi’s main folder. |
sort | when NAGI has a list of games.. this is what is
used to sort it. 0 = no sort. 1 = alpha sort 2= reverse
alpha |
driver | at the moment NAGI only supports SDL for it’s video
driver but it will hopfully support other drivers in the future. |
scale | a multiplier used to define the screen. 320x200
is the resolution used when scale = 1. Depends on whether
a font is available for a certain scale. |
full_screen | display the game in full screen. |
renderer | supports cga0, cga1 and ega. You can now
emulate what your games used to look like on your old pc that only had a
CGA adapter. Set renderer to cga0 or cga1 to see them. |
fonts_bitmap | files with extensions .nbf are used to define
external fonts for nagi. This will be a list of filenames separated by ‘;’ |
driver | set this to "sdl" for NAGI to use SDL's sound drivers.
SDL is currently only supported. |
enable | enable sound.. might speed up for some systems if
disabled |
single | do you wish for the single channel days of the PC?
if "single" is set, then NAGI will only play the first channel of
sound resources. Might be a bit loud too.. turn the volume down a bit if
your ears are bleeding |
dissolve | AGI fades notes away to give them more impact. The
data used to fade notes varies between interpreter versions. It's
probably an envelope.. but I don't know what either is really... not into
music 0 = no dissolve.. just play for as long as it's meant to be played. This was used in older v2.4xx (and older) games I THINK 1 = not used 2 = v2.9xx games used a shorter dissolve 3 (default) = v3 games used this dissolve pattern.. slightly longer Note: dissolve does not affect the noise channel in the original interpreter and NAGI follows this faithfully. |
read_var | AGI will read a variable (23) which will contribute
to the volume calculations. The problem is 0=max volume, 0xF=silence.
Guess which games don't set this correctly. Yup... almost every
single bloody game that uses the AGI template. To Chris Cromer's credit:
he's fixed it in his version of the template. Set this to 1 if you run sierra games (or fan games that have this set correctly) |
volume | volume for square wave. The maximum is 0x7FFF
(max for a signed word) (around 32000). Set this lower if you want
a quieter game. Remember, the actual volume will be this variable divided
by the number of channels. |
drv_video | supports directx and windib |
drv_sound | supports directx and waveout. Waveout sounds
a lot better on my PC. |
crc_list | list of all sections that contain game crc matching
information. Each section is separated by a ';'. |
agi_list | list of all sections that default a default interpreter.
Each section is separated by a ';'. |
force | force nagi to not search for games but just use
a specific game standard in the main working folder. Useful for fan
games. |
v2_default | if there are no crc matches and it has been determined
to be a v2 game.. use this standard |
v3_default | if there are no crc matches and it has been determined
to be a v3 game.. use this standard |
amiga_v2_default | if game has been determined to be an Amiga v2 game,
use this standard |
amiga_v3_default | if game has been determined to be an Amiga v3 game,
use this standard |
name | the name used in the game selection menus and
the window title bar. |
inherits | if a key in not found in this section.. it will
check the section defined in inherits. You can use inherits for as many
sections as you want. |
id | used for save games. Not used for copy protection
anymore |
protection | protection hacks.. not implemented but will bypass
tests and copy protection later on |
version_info | used for when a user requests the interpereter
version. |
mouse | There are different variations of interfaces to
access the mouse. 0=no mouse 1=sierra v2 automouse 2=sierra v3 extra
mouse commands 10=brian buff’s mouse support |
loop_update | if you let the interpreter automatically pick the
loop of an animated moving object, it will only do it if it has under 4
loops maximum in version 2 interpreters, any number of loops in early v3
interpreters and only if a flag is set for any number for later v3. 1=four,
2=all, 3=flag |
object_decrypt | if set to 1, nagi will try and decrypt the object
file before trying to read it. |
object_packed | determines whether the object is word packed (amiga) or not (pc) |
compression | determines whether the interpreter will try and
use decompression on the volume files or not. |
dir_type | are the dir files separated or joined up into
one. 0=none 1=separated 2=combined 3=combined amiga style |
crc_vol_X | a 32 bit crc of a volume file. Use winzip’s
crcs or nagi’s crc_print to determine the crc’s. Will try crc_vol_0
to crc_vol_15. |
crc_dir | for version 3 interpreter files.. crc of the combined
dir file |
crc_dir_log | crc of a log dir |
crc_dir_view | crc of a view dir |
crc_dir_pic | crc of a pic dir |
crc_dir_snd | crc of a snd dir |
crc_object | crc of an objects file |
crc_words | crc of a token file |