Sierra AGI
Reverse Engineering the Sierra Adventure Game Interpreter - Part 3
Continuing from my last post where I wrote a parser for the object/inventory portion of the Sierra AGI engine, I wrote a parser for the VIEW
file, which contains images such as animations and inventory object (background images are handled through a different mechanism). Most of my understanding on this topic came from a post by Chad Armstrong.
Reverse Engineering the Sierra Adventure Game Interpreter - Part 2
Continuing from my last post where I wrote a parser for the vocabulary portion of the Sierra AGI engine, I wrote a parser for the OBJECT
file, which contains all the inventory items for the game.
Reverse Engineering the Sierra Adventure Game Interpreter
I find the process of reverse engineering classic game engines and architectures to be a fascinating topic. Itβs particularly interesting to me when I find a game that I played growing up and discover the innovative ideas that early game developers had to come up with to overcome the hardware limitations of early PCs, as well as the completely different architectures they were targeting. For example, Fabien Sanglard did an excellent review of Another World and how it used a virtual machine - back when that was a very novel idea. I remember playing that game and being blown away by the graphics and gameplay and trying to understand how games like these were designed.