For example, the Awakener intro screen fades some textual images in and out before presenting the player with the menu. This doesn't currently work in XAGE. Examining the scripts reveals that AGS relies on a While Loop to fade the objects in and out.
So at first glance it looks like a simple case of implementing the While Do Loop structure into XAGE (essentially a specialised IF). However, the While condition also uses a local variable "trans". Local script variables are not currently supported in XAGE, so that has to be added too. Plus the While structure is to be based on IFs, which itself need to be updated to be able to handle multiple conditions (i.e. if flag== true && count > 5). Which also reminds me that I should probably merge the IF_OO and IF_OV Action Types for greater flexibility going forward.
All of which is a lot of work, just to make a few objects fade in and out. Sometimes working on the conversion feels like running down a rabbit hole of missing functionality and outstanding features, but the effort will eventually be worth it.
The above is also a good example of where manual amendments are required. AGS uses a Transparency property, where 0 is opaque and 100 is fully transparent. XAGE uses the Alpha channel, similar to drawing applications, where 0 is fully transparent and 255 is opaque.
For a line of AGS code where the transparency is set explicitly, e.g. cFadi.Transparency = 0, it is trivial for the converter to map this properly in XAGE as setting cFadi's Alpha Channel to 255. However, when the Transparency is set using a variable, as in the above example, XAGE has no simple number to convert. It's safe to say that the converter will neve be sophisticated enough to identify all possible values for the variable that stage and amend their values accordingly (which itself could introduce other bugs). The best it can do is alert the user that the value has been amended by a variable and needs to be checked that it's within the correct paramaters.
This complication leads me to believe it would be useful to have a mechanism for identifying certain scripts that are not to be updated if the conversion is run again. That means a user could manually fix various scripts in XAGE and not have them reset should the conversion be run a second or nth time (certainly useful for development and perhaps useful to anyone else who is developing their AGS game concurrently). More work. This is why it's unlikely there'll be any interesting updates for a while.