6 comments

  • JoshTriplett4 hours ago
    The only good AGI.<p>Impressive fitting into the machine. I wonder if SCI would be possible?
    • bzzzt2 hours ago
      Only with some serious downgrading of the assets. I remember playing SCI games on an 8MHz XT class PC and everything ran dog slow. Some SCI games had optional animations that didn&#x27;t play on a slow machine.
  • trollbridge6 hours ago
    The fusion of &quot;64-bit architectures&quot; and &quot;64K total RAM machine&quot; brings a bit of a smile to my face with projects with names like this.
  • a1o7 hours ago
    Wait, how? What is the background technology? I need more explanation. Is this a tool to recompile these games?
    • wzdd7 hours ago
      AGI is here and its first task is obviously completing the C64’s game library.<p>Not really. AGI is a game interpreter, like LucasArts’ SCUMM or Infocom’s z machine. Games are shipped as portable code and a machine specific AGI interpreter runs them. Looks like they’re preprocessing the graphics first, though. <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Adventure_Game_Interpreter" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Adventure_Game_Interpreter</a>
      • skissane6 hours ago
        Sierra released most of their AGI games on the Apple IIc&#x2F;IIe. Given C64 is a roughly equivalently specced machine, there is no reason in principle why they couldn&#x27;t have ported AGI to C64 as well – it just, for whatever reason, never happened. (One AGI game, &quot;Donald Duck&#x27;s Playground&quot;, was originally developed as a native C64 game, then AGI was used to port it to other platforms.)<p>Also, given different AGI platforms had different graphics capabilities, I expect even the original Sierra AGI games had somewhat different graphics assets on different platforms – so whatever preprocessing of graphics they are doing to make them C64-friendly, Sierra quite possibly would have done something like that anyway had they made a C64 port back in the day.
        • Firehawke3 hours ago
          If I recall correctly, the art is done with a form of early vector drawing so that they can use one set of assets on all platforms. They&#x27;re designed to 16 colors but get downsampled for 4-color CGA mode or monochrome mode.
        • TMWNN4 hours ago
          &gt; Given C64 is a roughly equivalently specced machine, there is no reason in principle why they couldn&#x27;t have ported AGI to C64 as well – it just, for whatever reason, never happened.<p>Agreed about the issues not being (completely) technical. &lt;<a href="https:&#x2F;&#x2F;np.reddit.com&#x2F;r&#x2F;c64&#x2F;comments&#x2F;1r8hgwk&#x2F;kings_quest_i&#x2F;o670li7&#x2F;?context=3" rel="nofollow">https:&#x2F;&#x2F;np.reddit.com&#x2F;r&#x2F;c64&#x2F;comments&#x2F;1r8hgwk&#x2F;kings_quest_i&#x2F;o...</a>&gt;
      • noufalibrahim4 hours ago
        I think the first instance of games being separated from the &quot;engine&quot; so that you could make the game and it would run on all platforms that the engine ran out without porting was Infocom&#x27;s Z-machine. <a href="http:&#x2F;&#x2F;maher.filfre.net&#x2F;if-book&#x2F;if-4.htm" rel="nofollow">http:&#x2F;&#x2F;maher.filfre.net&#x2F;if-book&#x2F;if-4.htm</a><p>There was an interesting article which I read a long time. It&#x27;s linked to from the post above called &quot;How to Fit a Large Program into a Small Machine&quot; published in 1980.<p>AGI, SCI, Scumm etc. were all larger and more capable versions of this.
  • TMWNN4 hours ago
    Excellent! Five months ago I wrote about why Sierra never released AGI games for C64; it was not technical so much as market focus. &lt;<a href="https:&#x2F;&#x2F;np.reddit.com&#x2F;r&#x2F;c64&#x2F;comments&#x2F;1r8hgwk&#x2F;kings_quest_i&#x2F;o670li7&#x2F;?context=3" rel="nofollow">https:&#x2F;&#x2F;np.reddit.com&#x2F;r&#x2F;c64&#x2F;comments&#x2F;1r8hgwk&#x2F;kings_quest_i&#x2F;o...</a>&gt;
  • madhu_ghalame3 hours ago
    [dead]
  • songhonglei19857 hours ago
    [dead]