NAGI Source
By Nick Sonneveld
Introduction
This is the public release of the NAGI source code.
NAGI (New Adventure Game Interpreter) is a clone of Sierra's own AGI which they created and used through the 80's to produce a whole bunch of great adventure games like Space Quest, Leisure Suit Larry and Kings Quest. NAGI was created by disassembling the original AGI executable and writing equivalent C code that would run under SDL which is a free generic library for low-level access to graphics and audio. It can read both v2 and v3 game data for the PC.
I am still supporting and working on NAGI! I just feel it's time to release the source code as well. If you are working on a similiar interpreter or a tool to help develop AGI games, then hopefully you'll find some use in the NAGI source code. The original source was released April 18th, 2002.
The current source release supports Linux and some some minor bug fixes! Check it out!
Current Developers:
- Nick Sonneveld - Original author
- Gareth McMullin - Linux port and tweaking
- Claudio Matsuoka - has pledged to support the project.
- Ritchie Swann - OS X port, upgrade to SDL2 and various improvements
License
NAGI's source has been released under the X11 license. This means you can use the source in any project you want and you do not have to provide the source if that is your wish. You have to make sure you acknowledge my copyright and you cannot use my name as an endorsement of something else. No warranties are implied either.
The X11 license has been deemed to be compatible with the GPL license. For the full license, check out of the bottom of this page.
Systems Supported
- Windows - NAGI was originally written for Windows using the SDL Library
- Linux - a new version, ported by Gareth McMullin
Build Requirements
In order to successfully build NAGI from the provided source code, you will need a suitable toolchain and a suitable SDL2 library.
Windows - MinGW / MSYS (www.mingw.org/wiki/msys) provides a suitable toolset MacOS - use MacPorts (www.macports.org) Linux - most distributions have some way of getting SDL2 installed. See below
How to Build (Linux/Macos)
- Arch Linux, MinGW : sudo pacman -S libsdl2-dev cmake
- Debian Linux : sudo apt-get install libsdl2-dev cmake
- MacPorts : brew install sdl2 cmake
Then : mkdir build ; cd build; cmake .. ; make
How to Build (Windows)
- Install Visual Studio 2019 Community
- Download SDL2-devel-2.0.14-VC.zip from https://www.libsdl.org/download-2.0.php
- Decompress SDL2-devel-2.0.14-VC.zip into a directory
- Add support/sdl2-config.cmake to SDL directory
- Open nagi directory in Visual Studio as a cmake project
- Go to Project/CMake Settings for NAGI. Set variable SDL2_DIR to SDL location
- Build!
Suggestions
These are some things that I planned to work on:
- New save game format to make it less fragile and compatible across other free interpreters
- Save menu, controller and thumbnail info in save games
- Font scaling
- Clean sound code
- Optimised x1 x2 graphics scale modes
- beeping for agi errors
- GUI to configure NAGI options (using wxWindows?)
- Links with AGI Studio to aid debugging
- MIDI generation
- Ability to split ini keys on several lines
- Screenshots
- Separate ini file in game directory overides main ini
- cache of found games
- After quitting game, go back to game menu
- Dialogue box to enter commands
- Selectable gui backgrounds
- 256 colour / palette hacks
- support for Amiga mouse commands
- support for AGInfo's game checksum list
- support early interpreter's sprite handling (fix Donald Duck, AGI Trek, Xmas demo sprite glitches)
- transition screen fades between new rooms
- fix windib support (SDL problem?)
- joystick support
- patches for copy protection
Hopefully that will give you some ideas if you want to hack NAGI.
Disassembled Code
Also in another package are files I used for disassembling NAGI. Some code, before I started writing straight into C, is available here along with files that are compatible with the early free DOS version of IDA (interactive disassembler). If you have a legal commercial Windows version, it should be able to read them in and convert them.
If any of the disassembled comments looks wrong, it possibly is. I learnt proper C and how to read assembler from this project so my initial guesses may be wrong.
Support
Send me any emails if you want more information on NAGI or how the source code fits together. As long as it doesn't get too demanding, I won't mind answering any questions.
X11 License
The license in full: (applies to all source code)
COPYRIGHT AND PERMISSION NOTICE
Copyright (c) 2001 - 2017 Nick Sonneveld, Gareth McMullin, Ritchie Swann
All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, and/or sell copies of the Software, and to permit persons
to whom the Software is furnished to do so, provided that the above
copyright notice(s) and this permission notice appear in all copies of
the Software and that both the above copyright notice(s) and this
permission notice appear in supporting documentation.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
HOLDERS INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL
INDIRECT OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING
FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT,
NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION
WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
Except as contained in this notice, the name of a copyright holder
shall not be used in advertising or otherwise to promote the sale, use
or other dealings in this Software without prior written authorization
of the copyright holder.