4.1 KiB
JoeyAGI
An interpreter for Sierra's Adventure Game Interpreter (AGI) v2 games -- King's Quest III and its contemporaries -- written from the public AGI format descriptions on JoeyLib, so it runs on every machine JoeyLib targets: the Apple IIgs, Commodore Amiga, Atari ST, MS-DOS, Sharp X68000 and DVX. It decodes the games' own resource files (LOGIC, PICTURE, VIEW, SOUND, OBJECT, WORDS.TOK); it ships no game.
Setting up
JoeyAGI builds with JoeyLib, which owns the cross compilers, the library and every machine's build rules. Check JoeyLib out beside this repository and install its toolchains (its README covers the installer):
games/
joeylib/ a JoeyLib checkout, set up with ./install.sh
joeyagi/ this repository
$ cd ../joeylib
$ ./install.sh install toolchains # the cross compilers
$ ./install.sh install emulators # to run it and for the gates
JOEYLIB=PATH on the make command line (or in the environment, for the
scripts) points at a checkout somewhere else.
Games
The interpreter needs an AGI v2 game's files. Put each game in its own
folder under games/ (games/kq3/, ...), which git ignores;
games/README.md lists the files and where legitimate copies come from.
Building
$ make # every machine whose toolchain is installed
$ make dos # one: iigs amiga atarist dos x68000 dvx
$ make iigs-game-disk-agi # the bootable IIgs volume, with games/kq3 on it
$ make clean
The programs land in build/<machine>/bin/: AGI (IIgs), Agi (Amiga),
AGI.PRG, AGI.EXE, AGI.X, and on DVX apps/joeylib/agi/.
make iigs-game-disk-agi writes build/iigs/bin/AGI.2mg, a 2 MB bootable
volume holding the interpreter and the game (AGI_GAME=NAME puts
games/NAME on it instead). JoeyLib's library is built on demand in the
JoeyLib checkout's own build/.
Running
The interpreter reads the game from its DATA folder; JoeyLib's joey-run
copies a game there for the run:
$ ../joeylib/joey-run --project . --port dos --data games/kq3 agi
$ ../joeylib/joey-run --ram 8M build/iigs/bin/AGI.2mg
The IIgs volume boots off a CFFA2 card in MAME and wants 8 MB of memory.
The gates
$ make check # build, then every gate
$ scripts/verify.sh host # or name the ones to run
| Gate | What it proves |
|---|---|
host |
The whole interpreter, built for the build machine on JoeyLib's headless port, plays scripted sessions and every frame asked for must hash as expected: every resource of every game in games/ loads and decodes (KQ3's pictures hash as Sierra's interpreter draws them); twenty probe games built from scratch by tests/probes.py (pictures, windows, motion, control lines, priority, the parser, menus, inventory, sound timing, ...); and, with games/kq3, four KQ3 sessions (the opening, play, save/restore/restart, debug teleports) (scripts/test-agi.sh) |
disk |
AGI.2mg with King's Quest III boots on a IIgs, launches the interpreter and draws |
scripts/verify.sh exits 0 when every gate passed, 1 when one failed, and 3
when none failed but one was skipped (no game in games/, or the IIgs
toolchain or emulator missing).
The expected hashes live in tests/expected/; scripts/test-agi.sh --update
records new ones once a change has been checked. Every run leaves its frames
in build/tests/out/.
Checking against Sierra's interpreter
$ scripts/oracle.sh # every probe and KQ3 session
$ scripts/oracle.sh windows parser # or some of them
scripts/oracle.sh plays the probes (and tests/kq3/*.scr) on Sierra's own
interpreter -- the copy in games/kq3, in DOSBox Staging at 386SX-16 speed --
and on JoeyAGI, then compares the frames with tests/tools/compareFrames.py,
which reads text with each interpreter's font (JoeyAGI's is its own). The
probes record what happened into variables and print them, so their frames
match whatever the timing; the KQ3 sessions run in real time on one side and
virtual time on the other, so moving things differ by a cycle or two. STATUS.md
has the results.