Author Topic: Official AGI Documentation  (Read 44469 times)

0 Members and 1 Guest are viewing this topic.

Offline OmerMor

Official AGI Documentation
« on: April 25, 2016, 05:49:28 AM »
I don't think this was ever leaked before...
Enjoy!  8)

(Documents are dated 1986-05-30)
« Last Edit: April 25, 2016, 05:51:44 AM by OmerMor »



Offline Kawa

Re: Official AGI Documentation
« Reply #1 on: April 25, 2016, 08:00:40 AM »
Oh goddammit he's at it again.

*downloads, studies*

Offline MusicallyInspired

Re: Official AGI Documentation
« Reply #2 on: April 25, 2016, 08:32:55 AM »
Too good. It's a shame it's taken this long to get this stuff out, so long after the games (not to mention the engine) mean nothing to most people.
Brass Lantern Prop Competition

Offline Collector

Re: Official AGI Documentation
« Reply #3 on: April 25, 2016, 10:32:16 AM »
Guess I'll have to put this on the Wiki. Now if I could only find someone to help with the logic backend of my AGI IDE.
KQII Remake Pic

Offline gumby

Re: Official AGI Documentation
« Reply #4 on: April 26, 2016, 06:17:57 PM »
I know I left you in the middle of development of your project Collector and I am sorry about that.  What's left to complete?
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline Collector

Re: Official AGI Documentation
« Reply #5 on: April 27, 2016, 02:47:01 AM »
Outside of the sound editor the GUI for all of the editors are done. Mostly it is the logic backend and a compiler. Save functionality in the backend for the object file also needs to be finished. It will load an existing object file. That would make the IDE usable for actual game development. To be complete the Visual AGI sound editor would need to be ported to C#, but a user could probably just use the existing editor outside of the IDE or use no sounds.

I am not sure how many would make use of it these days, but all of the existing AGI IDEs have problems on modern Windows.
KQII Remake Pic

Offline Collector

Re: Official AGI Documentation
« Reply #6 on: May 16, 2016, 04:57:02 PM »
I hope that the to do list for the new AGI IDE didn't chase off Gumby. Anyway it was as much his project as mine.
KQII Remake Pic

Offline Collector

Re: Official AGI Documentation
« Reply #7 on: May 30, 2016, 05:56:12 PM »
A little off topic, but I have been talking to Damon Slye about the early Dynamix engines. Sadly he said that not much documentation survives, but he may have some printed source to a version of 3-Space. It would be interesting to see it, though I would be more interested in DGDS.
KQII Remake Pic

Offline Brandon

Re: Official AGI Documentation
« Reply #8 on: May 30, 2016, 06:57:34 PM »
For those contacting Sierra/Dynamix alumni, I would certainly appreciate your assistance in the efforts of the Sierra Museum. The Sierra Museum's website is currently in alpha and I'm working hard to get it to a beta stage.

The Sierra Museum has arisen from the Art of Sierra project and my long involvement with trying to preserve and archive Sierra's history, back to the early days of SierraGamers.com (Ken's website, not the Facebook group), and I welcome and seek donations (or loans) of anything related to Sierra. The Art of Sierra team has created goodwill with many Sierra and Dynamix alumni in the course of our work, and the Museum curates the largest physical collection of original Sierra materials. It's my belief that the physical preservation of as much Sierra material as posssible, bringing Sierra's scattered history back into one place, is just as important as the digital preservation of those materials.

If in the course of contacting alumni you would consider mentioning the Museum, it would be most appreciated. The more physical documents and other physical items that enter the care of the Museum, the greater the awareness of the Museum as the best place to trust with those materials. Items that make their way to the Museum can then be archived and shared according to the wishes of the person donating the materials.
« Last Edit: May 30, 2016, 06:59:18 PM by Brandon »
I'm an archivist and the founder of two Sierra preservation initiatives:
Art of Sierra | Sierra Museum

Offline OmerMor

Re: Official AGI Documentation
« Reply #9 on: May 31, 2016, 02:59:15 AM »
A little off topic, but I have been talking to Damon Slye about the early Dynamix engines. Sadly he said that not much documentation survives, but he may have some printed source to a version of 3-Space. It would be interesting to see it, though I would be more interested in DGDS.

3-Space was used for the Tank Simulator in Heart of China.

If you can get a copy of that documentation - please share it! The ScummVM guys might be able to use that when they decide to support DGDS games.

Offline OmerMor

Re: Official AGI Documentation
« Reply #10 on: May 31, 2016, 03:01:41 AM »
For those contacting Sierra/Dynamix alumni, I would certainly appreciate your assistance in the efforts of the Sierra Museum. The Sierra Museum's website is currently in alpha and I'm working hard to get it to a beta stage.

The Sierra Museum has arisen from the Art of Sierra project and my long involvement with trying to preserve and archive Sierra's history, back to the early days of SierraGamers.com (Ken's website, not the Facebook group), and I welcome and seek donations (or loans) of anything related to Sierra. The Art of Sierra team has created goodwill with many Sierra and Dynamix alumni in the course of our work, and the Museum curates the largest physical collection of original Sierra materials. It's my belief that the physical preservation of as much Sierra material as posssible, bringing Sierra's scattered history back into one place, is just as important as the digital preservation of those materials.

If in the course of contacting alumni you would consider mentioning the Museum, it would be most appreciated. The more physical documents and other physical items that enter the care of the Museum, the greater the awareness of the Museum as the best place to trust with those materials. Items that make their way to the Museum can then be archived and shared according to the wishes of the person donating the materials.

Definitely a worthy cause Brandon!
I'll be sure to raise awareness with my contacts.


Offline gumby

Re: Official AGI Documentation
« Reply #11 on: June 04, 2016, 03:04:32 PM »
I hope that the to do list for the new AGI IDE didn't chase off Gumby. Anyway it was as much his project as mine.

Nope, just haven't had any spare time - which has been getting really, really old.
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline lance.ewing

Re: Official AGI Documentation
« Reply #12 on: October 15, 2016, 10:32:07 AM »
I know it's been a while, but it doesn't look like I left a comment on this thread. I did see it at the time you posted it Omer, but was incredibly busy work wise at the time. Quite a find.

I thought I'd bump this topic again mainly in relation to the discussion about what we mean by AGI. It turns out that at one point in time, they may have referred to the whole thing, and even specifically to the language, as AGDS. If this is official Sierra AGI documentation, then this is what it has to say:

Quote
AGDS - Adventure Game Development System

AGDS was developed as a fast means to implement adventure games using a
machine portable language. It outwardly resembles the programming
language "C".

AGDS is a specialized set of commands which help manipulate objects on a
3-D plane. Before looking at the commands, it is important to understand
some basic terminology.

There is only one reference in that document to AGI, and that is simply to reference the other AGI.DOC documentation. The implications of this reference are quite interesting though. It seems to suggest that both AGDS and AGI coexisted as different terms. If you read both documents, the terminology isn't consistent though. One is about the "Actions, Tests and Flags" in the Adventure Game Interpreter. The other has 10 references to AGDS and uses the term to refer to various things, three of the references already listed above, and the rest listed below:

Quote
AGDS works like traditional cartoon animation

AGDS cells are cycled at the rate of 9 per second

Each cell contains the specific bit-maps AGDS displays on-screen.

AGDS determines which LOOP is displayed, based on the direction of an object.

AGDS always automatically loads, and executes ROOM 0.

AGDS pictures are composed of a picture screen, and a priority screen.

To accomplish this, AGDS scans directly down the control priority until it finds some "non-control" priority.

So AGDS is used above to refer to the whole system, and in relation to the VIEWs, PICTUREs, and LOGIC. For example, "AGDS cells", "AGDS pictures", "AGDS is a specialized set of commands".

Hmmm. Maybe AGDS was the original name and they changed it to AGI later on?

(off now to locate that HWM topic with the original AGI interpreter source code in it, with the purpose of doing further terminology investigation)

Edit:

Direct link below:

http://sciprogramming.com/community/index.php?topic=1418.msg6446#msg6446
[it's attached at the bottom of that post]

I couldn't find any references to AGDS in there, but it does reference AGI quite a bit, mainly to say its for the AGI.EXE file (e.g. "Memory Map for AGI.EXE 10/07/87"), but it also says this:

Quote
** Routines for handling menus in AGI


Edit Edit:

What is even more bizarre about the AGDS name is that that is what was used here:

http://www.ifarchive.org/indexes/if-archiveXprogrammingXagi.html
http://wiki.scummvm.org/index.php/AGIWiki/AGDS
http://www.agidev.com/articles/agispec/agispecs-11.html#agds

...for the Russian set of tools that were created years ago for building AGI games. AGDS in that particular case apparently stood for "Adventure Game Design System", which is very similar but appears to be complete coincidence.
« Last Edit: October 15, 2016, 11:01:35 AM by lance.ewing »

Offline lance.ewing

Re: Official AGI Documentation
« Reply #13 on: October 15, 2016, 11:57:27 AM »
I've been playing Apple II AGI games. Take a look at the name of the system in this screen shot (attached)::

Offline Collector

Re: Official AGI Documentation
« Reply #14 on: October 15, 2016, 12:29:47 PM »
Would development of the port have anything to do with it? Perhaps from the tools for Apple?
KQII Remake Pic


SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.041 seconds with 21 queries.