GBAGI
The Sierra Adventure Game Interpreter for the Nintendo Game Boy Advance

By Brian Provinciano

Game Graphics and Visual Conversion

The original AGI games most commonly ran on PCs with 320x200 resolutions but the Game Boy Advance only has a 240x160 pixel resolution. However, this causes no real problem at all. The fact is that AGI only uses 160x168 pixels of graphical screen space. Simply, the top and bottom four pixels can be cropped off, and the image can be stretched from 160 to 240 pixels wide, which actually looks much better than the most common PC versions, which stretched it from 160 to 320 pixels wide, and had all the empty space on the bottom of the screen.

Removing the bottom, non graphical space on the bottom of the screen is not much of an issue because it was basically only used for text input. On some platforms, such as the PC MDA/Hercules, as well as the Apple Macintosh versions of AGI, it also cuts off the bottom area, and replaces the text input with a pop up window for the player to enter text (very much like GBAGI).

The General PC Interface

Uses a 320x200 resolution with the play area stretched from 160 to 320 pixels wide in 16 colors and a text input area on the bottom with empty space.

The PC MDA/Hercules Interface

A 640x348 visible screen with the image dithered in monochrome, stretched 4x2, and central popup text input dialogs.

The Apple Macintosh Interface

A 480x320 visible screen with the image dithered in monochrome stretched 3x2 and bottom popup text input dialogs. The top and bottom four pixels of the 160x168 image are also cut off.

The Game Boy Advance Interface

A 240x160 visible screen stretched to 1.5x1 with the image anti-aliased to 256 possible colours and and central popup text input dialog. The top and bottom four pixels of the 160x168 image are cut off, but it is very minor, as this was even done on the Macintosh port. Eight more of the top pixels are cut off if the status bar is visible, but it is barely noticeable and could toggled on/off.

The Colors

Absolutely any colors desired can be used for the GBA version of AGI. I chose to use a combination of the PC and Amiga palettes to produce the best look for the games. The Amiga palette looks much better than the standard PC EGA palette, as for example, the skin tones actually look more true to life.

The Screen Size

As stated above, the games use a 160x168 graphic resolution, and the GBA only has a 160 pixel high screen. As a result, the top and bottom four pixels are cut off. This it not an issue, as it was done on the Macintosh as well. When the statusbar is visible, an additional eight pixels from the top are cut off, but this is still not much of an issue. The status bar could be toggle on/off, but this isn't necessary in my opinion. The reason is because the games generally have a horizon set at roughly 40 pixels from the top, so the player would be unable to walk past this point and would never be cut off. It would be very easy to skip every 20 or so pixels to make it all visible, but I feel it looks best with the top and bottom simply cropped off.

The Window Styles and Graphical User Interface

To give GBAGI a comfortable user experience, I built a graphical user interface for the GBA. It acts very much like a scaled down version of Microsoft Windows or another GUI. It includes windows, buttons, edit fields, listboxes, scrollbars, bitmaps, and any other control can be added with ease. It runs optimally, and only takes up CPU processing power when it's actually in use.

The graphical user interface can be customized to look any way desired. It could be made to look like a MacOS, MacOS X, WindowsXP, GNOME, or any other look up to your imagination. The colors can also be customized to any scheme.

A Save Dialog

An Inventory Dialog

Because the GUI system runs an event based messaging system, no CPU power is wasted. It runs so fast on the GBA hardware that slowdown routines were needed to be added!

The GUI works perfectly along with GBAGI, but is not tied to GBAGI. It can be used as a stand alone GUI, or along side any other GBA game or program.

The games themselves can use the original style menus and dialog boxes as were used on the PC, or like the Apple Macintosh and Apple IIgs versions, use customized, more stylistic versions. Here are some examples:

Original PC Style Menus

New GBAGI Style Menus

Original PC Style Dialogs

New GBAGI Style Dialogs