Difference between revisions of "Adventure Game Interpreter Specifications"

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<span style="float: left"><span class="Inactive">&lt; Previous: AGI Specifications Specifications Preface</span></span><span style="float: right">[[AGI Specifications: Chapter 1 - Introduction|Next: Chapter 1 - Introduction &gt;]]</span>
 
<span style="float: left"><span class="Inactive">&lt; Previous: AGI Specifications Specifications Preface</span></span><span style="float: right">[[AGI Specifications: Chapter 1 - Introduction|Next: Chapter 1 - Introduction &gt;]]</span>
  
[[Category:Adventure Game Interpreter Specifications]]
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[[Category:AGI Documentation]]
 
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[[Category:References]]

Latest revision as of 20:33, 2 March 2018

by Peter Kelly, (editor)

Version 3.0 updated by Claudio Matsuoka

v3.0, 22 May 1999

 

This document is a collection of all the information currently known about the structure and operation of the Adventure Game Interpreter, used in 1984--1989 for a variety of adventure games published by Sierra On-Line such as Space Quest I and II, and Leisure Suit Larry in the Land of the Lounge Lizards.


 Chapter 1 - Introduction

1.1  About this Document
1.2  Audience
1.3  Conventions Used in this Document
1.4  What's Still Missing
1.5  Change Log
1.6  Credits


Chapter 2 - Overview

2.1  Versions of the AGI Interpreter
2.2  AGI Game Files
2.3  Logic, Picture, Sound, and View Data Files
2.4  What is Ego?
2.5  AGI Commands
2.6  Debug Modes
2.7  Priority Bands and Control Lines


Chapter 3 - AGI Internals

3.1  How the Interpreter Works
3.2  Variable Types
3.3  Variables Used by the Interpreter
3.4  Flags Used by the Interpreter
3.5  Memory Organization
3.6  Game IDs and Loaders
3.7  Encrypted AGI Data
3.8  Player Input Parsing
3.9  AGI Interpreter Versions
3.10  Version Differences


Chapter 4 - The Logic Language

4.1  Logic Syntax
4.2  Reference of the Logic Commands
4.3  Discussion of Sample Logic Code from KQ4


Chapter 5 - Resource Formats

5.1  Directory Files
5.2  Format of VOL Files (version 2)
5.3  Version 3 Resource Storage
5.4  Sample Code


Chapter 6 - Logic Resources

6.1  Introduction
6.2  Command List and Argument Types
6.3  Logic Resource Format
6.4  Sample Code


Chapter 7 - Picture Resources

7.1  Introduction
7.2  Picture Resource Format
7.3  Implementation
7.4  Using Higher Resolution Modes
7.5  Sierra's Picture Editor
7.6  Sample Code


Chapter 8 - View Resources

8.1  View Introduction
8.2  View Resource Format
8.3  View Table
8.4  View Test Commands
8.5  Sample Code


Chapter 9 - Sound Resources

9.1  Introduction
9.2  Sound in the IBM PCjr
9.3  Sound in the Apple IIgs
9.4  Sound in Other Platforms
9.5  Sound Resource Format (PCjr version)
9.6  Sound Resource Format (IIgs version)
9.7  Playing the Sounds on a Sound Card
9.8  Sample code


Chapter 10 - Savegames Files

10.1 Introduction
10.2 Saved Game Format
10.3 Restoring a Game


Chapter 11 - Other Game Data

11.1  Format of the OBJECT File
11.2  Format of WORDS.TOK
11.3  Sample Code


Chapter 12 - Booter Versions

12.1 Donald Duck's Playground


Chapter 13 - Other Information

13.1  The AGDS Package
13.2  The Making of the Thunderstorm Educational Program
13.3  Other AGI Interpreters

< Previous: AGI Specifications Specifications PrefaceNext: Chapter 1 - Introduction >