I suppose it's a good idea then for me to start commenting and annotating the IDA-produced disassembly I already have. (You might think that a non-annotated disassembly is trivial to produce, but if you have ever tried to recompile/reassemble a disassembly after making changes to it, you know that it's not trivial at all. Because if you fail to assign just one hexadecimal number as a reference to the data segment, or assign it to the wrong segment, or assign a number that is not a reference as if it were a reference, your recompiled executable will be useless.)
Doing so will allow me to study the engine more closely, and compare it both to AGI and to the two Hi-Res Adventure PC ports (Adventure in Serenia and Ulysses and the Golden Fleece). Unless Omer suddenly finds an original source code, that is...

So far, I have only disassembled the "PCjr" disk of the Sierra On-Line release, which seems to be identical to the Radio Shack release in that it runs both on PCjr and Tandy 1000, the only difference to the Radio Shack release being that the latter says "Licensed to Tandy Corp.". I also have the August 1984 PC-CGA release as an original disk and the only IBM release for PCjr ("release" refererring to what's on the disk; I'm aware that there were two kinds of keyboard overlays) as well as the Radio Shack release as disk images. There is an earlier PC release that can be identified in the boot sector saying "BOOT v1.1" rather than "BOOT v1.2", and has "King's Quest" printed in gray rather than in yellow/orange at the side of the box. I don't have that version, so unless someone provides it to me, my annotated source will only cover the differences between the versions I have. One difference I already know of is that the Sierra On-Line PCjr disk, upon "restarting" a game, resets all variables by hand, while the PC-CGA version loads a "startup" saved game from the diskette instead.