Author Topic: AGI-64  (Read 682 times)

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Offline pmkelly

AGI-64
« on: August 17, 2026, 02:15:45 AM »
Someone has finally done it: https://meanhamster.com/news/agi-64-brings-sierra-adventures-to-the-commodore-64

Was this one of you? Would love to hear more details.



Online AGKorson

Re: AGI-64
« Reply #1 on: August 17, 2026, 12:12:37 PM »
Impressive work. I don't know much about the C64, but I thought I read somewhere that the graphics engine was not able to support the 160x168 16-color screen that AGI needed. Looks like these guys figured it out though.

The title bar in most SQ1 screen shots look like they show the score as "8 of 282". But I think the C64 glyph for zero just looks like an 8. Checking the KQ1 screenshot, which I know has a max score of 158, you can see the glyphs for zero and 8 are very similar, but the zero glyph is slightly different.

Is that how the C64 always shows the zero? That seems like a terrible design choice for font.

Offline Kawa

Re: AGI-64
« Reply #2 on: August 17, 2026, 12:22:47 PM »
Fortunately, the character set on the C64 can be altered, so if you feel there's not enough difference between a capital O, slashed zero, and eight, that doesn't need to be a problem forever.

Offline cosmicr

Re: AGI-64
« Reply #3 on: August 17, 2026, 07:30:51 PM »
Very impressive! I was working on AGI for the C64 also, but looks like they got a lot further than me. Mine required the REU too.

Offline lance.ewing

Re: AGI-64
« Reply #4 on: August 26, 2026, 05:31:06 AM »
Wow! That looks very promising. Looking forward to trying that out.




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