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  • Hacker News
  • Simple advice, hard to follow
  • Excellent! Five months ago I wrote about why Sierra never released AGI games for C64; it was not technical so much as market focus. <https://np.reddit.com/r/c64/comments/1r8hgwk/kings_quest_i/o...>
  • Wait, how? What is the background technology? I need more explanation. Is this a tool to recompile these games?
    by a1o
  • AGI is here and its first task is obviously completing the C64’s game library.

    Not really. AGI is a game interpreter, like LucasArts’ SCUMM or Infocom’s z machine. Games are shipped as portable code and a machine specific AGI interpreter runs them. Looks like they’re preprocessing the graphics first, though. https://en.wikipedia.org/wiki/Adventure_Game_Interpreter

    by wzdd
  • >Made for a 1 MHz machine

    That's impressive work. It's fun to think how today's CPU rounding errors can run hit adventure games. Your smartwatch uses more cycles to render the time.

  • We finally achieved AGI outside these AI companies on portable home computers
  • The fusion of "64-bit architectures" and "64K total RAM machine" brings a bit of a smile to my face with projects with names like this.
  • The only good AGI.

    Impressive fitting into the machine. I wonder if SCI would be possible?

  • Now this is an AGI I can get behind.
  • AGI was an impressive game engine. It's just a shame it was wasted on so many bad games.
  • Only with some serious downgrading of the assets. I remember playing SCI games on an 8MHz XT class PC and everything ran dog slow. Some SCI games had optional animations that didn't play on a slow machine.
  • I know what is AGI, I read the queues Adventures, Sierra, should be obvious where this lead. But my mind went to "oh, thanks to LLM coding agents, they massively ported every Sierra Adventure to C64".
  • *cues