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Messages - pmkelly

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The Games and other Sierra Adventure stuff / Re: The Artist
« on: December 08, 2020, 04:50:46 AM »
Are we all that old now?

AGI was 15 years years old when AGI studio was released.

AGI Studio is now 21 years old and can legally purchase alcohol in the US.

So I think that's a yes.

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The Games and other Sierra Adventure stuff / The Artist
« on: December 07, 2020, 03:32:03 PM »
Someone found a (really obscure?) program for the Apple 2 called "The Artist":

https://www.reddit.com/r/DataHoarder/comments/k8hvun/was_setting_up_my_old_apple_2_e_and_found_this/

It's apparently a graphics editor that reused a lot of the routines from the very early Sierra games (pre-AGI).

Does anyone know if this is floating around anywhere and is already known, or is it a rare gem?

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AGI Development Tools / Re: Sierra's Internal AGI Tools
« on: January 13, 2019, 10:14:48 PM »
As promised a few years ago,
here's my collection of Sierra's internal AGI tools.

Enjoy!  8)

Ooooh, this is fantastic.

Just yesterday I completed the first version of the parser for my new logic compiler (will post on GitHub soon once it's in a bit better shape) and found a number of quirks in the syntax of the AGI samples you posted on the other thread, for example the compiler seems to accept : as a statement terminator in addition to of ; (which is used in 99% of other places), and I found at least one case where an identifier could be accepted as a label without a preceding : as long as it appears at the start of a line.

Having access to the original CG.EXE will be handy for testing how these corner cases are handled. Ideally I'd like the new compiler to accept exactly the same syntax and produce exactly the same output as the original, for reasons of authenticity.

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SCI Development Tools / Re: Command line batch processing
« on: January 09, 2019, 07:15:06 PM »
Not related to SCI as such, but for the new version of AGI Studio, I'm developing everything as a TypeScript library and will have all this functionality exposed through a CLI interface which wraps the main library functions. You'll be able to use the library from JavaScript/TypeScript code to do things like batch processing.

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Just came across a video about the copyright issues surrounding the auction by the Space Quest historian:




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Hi Peter,
Don't despair. Here's the source for LSL1's Lefty's bar (RM15):

!!!!!!!!

Wow. That... is awesome.

I never thought I'd get to see any of the original code. My main interest is in the syntax and structure; the language AGI Studio uses is an educated guess partially based on some code samples that came from a book somewhere (it might have actually been the one Charles posted about). I always wondered what it _really_ looked like, e.g. how variable names were handled, whether there were local declarations used for specific rooms or everything was global, whether messages were embedded or in a separate file etc.

If I were to go ahead with a new version of AGI Studio, I'd love to have it support the original syntax, for authenticity. I understand there's legal restrictions on the original sources for the games, but I'm sure we could put together a brand new template and/or examples which conformed to the original syntax without problems as that would constitute our own work.

8
Really great to see you join the forum. Hope we see a few more posts from you. It's been a long time. Any thoughts on doing anything in the AGI community again?

I feel somewhat tempted to do a rewrite of AGI Studio in TypeScript that would allow it to run on all platforms via Electron, and also via a web browser. Currently my full time gig is working on interpreters/compilers + web-based IDEs so it seems like a good time to revisit AGI tooling again. Largely it's going to be a matter of whether I could find enough spare time to do it, but also what level of interest there might be in such a project.

Anyone think this is a good idea? I'd love to see more fan games being made and existence of more modern tools esp. with good support for Mac/Linux as well as Windows might help that.

If I were to go ahead with this I'd use https://github.com/Microsoft/monaco-editor which provides excellent facilities for language tooling like error highlighting, autocomplete etc.

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AGI Development Tools / Re: Need Testers for WinAGI
« on: December 26, 2018, 03:31:29 AM »
I'd be very happy to take a look and send you some detailed feedback!

I've never used WinAGI before and have been away for the scene for 20 years so would be keen to check it out.

No payment necessary :)

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I imagine the legal issue is referring to the system scripts that the AGI and SCI games all share. There's just one problem, though: many of those scripts are also in freely available demos.

I suspect with regards to these their objection was about the source code being released; the script binaries (which the AGI community has been able to decompile) are publicly available separately.

Having said that, i think this is really unfortunate news, and means we may never get to see the original sources to Larry or Sierra's other titles. The only circumstances under which I could see them becoming public is if Activision could somehow be convinced to donate the sources to the Internet Archive for the purposes of preserving an important piece of gaming history - but I think any such efforts are unlikely to be successful.

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