AGI Quest I: The Computer Game
Readme File
This is a small AGI game. An AGI interpreter such as Sarien, NAGI or the original Sierra AGI is required to run it. For more information, please visit http://www.iki.fi/jterho/agi/quest/.
Note: You may not put this game on your website or publicly redistribute it in any other way. See the above site for the author’s contact information.
© 1997–2004 Juha Terho
http://www.iki.fi/jterho/
Known issues as of the final version
- Saving and restoring games doesn’t work properly, as the save/restore code doesn’t reside in LOGIC 0 as it should. However, this is a conscious decision: in a short game such as this, sacrificing proper save/restore functionality for source code readability is a trade-off I’m willing to make.
- The ending screen may run too fast on some platforms and too slow on others. There is no reasonable way to fix this the way I want to.
Release notes (contains spoilers)
Version 0.01 – December 13, 1997
First version
- started development
- created VIEW 0
Versions 0.02 to 0.99.146-β-final-RC146 – 1997 to 2003
Unreleased work-in-progress versions
- project announced February 15, 1998
Version 1.46 – June 14, 2003
Initial release
Version 1.46-B – January 28, 2004
Update for Brian Provinciano / release of GBAGI
- one-pixel corrections to the opening screen logo (VIEW 10, cels 5, 7 and 8 of loop 0)
- changed scoring:
- 4 points for opening bottle changed to 1 point
- no points for igniting fuse changed to 3 points
- total score remains 14
- removed unused priority trick from the priority screen of PICTURE 4
- About box updated with extra info
Version 1.46-G – February 1, 2004
Second update for GBAGI release
- fixed logic bug: in room 4, fuse could be lighted without the glass being in the inventory
- fixed logic bug: if sound was turned off, dynamite would explode prematurely in room 4 (ego_turned_towards_log was not being checked, only fuse_music_completed)
- fixed graphics bug: the priority screen was not updated with PICTURE 6 when room 4 was re-entered after the log had been moved
- added code in room 4 for “climb rope”
- added code in room 5 for “look at floating bottle” and similar inputs
- one-pixel corrections to the ending screen logo (VIEW 60, cel 6 of loop 0)
- altered VIEW 43, cels 2, 3 and 4 of loop 0 slightly to improve appearance
- updated PICTURE 6 to accommodate the removal of the unused priority trick in PICTURE 4 (see previous update)
- debug mode updated:
- added instructions for debug help when debug mode is activated
- added debug indicator to lower-right corner of screen
- removed unused duplicate code (menu_gimme was not used, only “gimme gimme”)
- changed “trace on” in help screen to “trace”
- corrected a spelling error in help screen
- changed color and formatting of coordinate display slightly
- altered certain debug prompts to clarify difference between screen objects and inventory objects
- capitalized first letters of debug prompts
- defines.txt updated:
- created defines for sounds, death_type values and different cycle_delay speeds
- removed unused defines
- moved death_type to a group of its own to avoid confusion with coords_shown
- arranged all defines to line up in columns
- cleaned up source code, including the following changes:
- removed unused commands
- added local defines to enhance source readability
- made whitespace use more consistent
Version 1.46-TJ0 – October 18, 2004
Final release for GBAGI 2.0, featuring three-voice sound
- sounds redone:
- recoded all music resources from scratch with a text editor and scr2agi
- inserted a new “scoring” theme as SOUND 2
- old scoring theme is now played only after the log has been moved
- added a sound effect for the explosion (SOUND 7)
- shuffled SOUND resource numbers around, defines.txt updated accordingly
- changed global define in defines.txt: score_sound renamed score_music
- changed local defines in LOGIC 4 and LOGIC 248: score_sound_completed renamed score_music_completed
- updated opening screen to prevent consecutive glints from appearing at the same coordinates
- added separate response to “climb down hole” for inputs that don’t mention “rope”
- added “look down” as a variant of “look beach” in room 2
- added several new variations of “light fuse with magnifying glass” in room 4 and LOGIC 248
- added several new variations of “look at floating bottle” and similar inputs in room 5
- added response for “bad words” in LOGIC 248
- added “get in” as a synonym to “enter” to facilitate parsing of inputs such as “get in hole”
- fixed incorrect shadow in VIEW 11 (one-pixel error in opening subtitle)
- fixed inconsistent dithering in VIEW 60, cels 0 and 6 of loop 0
- changed global define in defines.txt: stream_priority_update renamed waterfall_pri_update
- debug mode updated:
- prevented teleporting to room 0
- added “get inventory object” to debug mode as an alternative to “get object” to avoid conflicts with non-debug-related “get object” commands
- removed three occurrences of extraneous whitespace from said() statements of LOGIC 4 and LOGIC 248
- About box updated
This concludes the AGI Quest I Readme File.