King's Quest IV: The Perils of Rosella (AGI) Technical
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General Information
While King's Quest IV: The Perils of Rosella SCI featured SCI's higher resolution graphics as well as AdLib and Roland MT-32 music with a "full soundtrack" by William Goldstein, many users had older systems that did not meet the hardware requirements of SCI. Hardware began to advance beyond what AGI could utilize, so Sierra began development on its next engine, SCript Interpreter or later Sierra Creative Interpreter (SCI). A year before the last official AGI game, Manhunter 2: San Francisco in 1989, Sierra released the first SCI (SCI0) game, King's Quest IV: The Perils of Rosella in 1988. In keeping with Moore's Law, SCI could take advantage of the constantly increasing capabilities of the new hardware. As with AGI in its day, SCI was a big leap forward in technology. SCI's 200px x 320px vector graphics allowed for noticeably better graphics over AGI's 160px x 200px. While still just 16 colors, but SCI0 introduced dithering, which mixed pixels of different colors into the same fill areas that gave the effect of more than 16 colors.
KQ4AGI Fisherman's Shack
KQ4SCI Fisherman's Shack
Sound
SCI introduced support for the new sound cards. This expanded its audio capabilities over that of AGI's three voice with noise channel sound PCjr/Tandy sound. With the advent SCI, music became an inseparable part of Sierra games. Even though the first exposure most had was with AdLib's hoots and honks, it also supported the MPU-401, which allowed Sierra's composers to create some amazing Roland MT-32 sound tracks. KQ4's MT-32 track gave a quality to the game's music that at the time was unsurpassed.
KQ4 AGI Intro KQ4 SCI Intro KQ4 AGI Dwarves's Mine KQ4 SCI Dwarves's MineGraphics
Sound
Requirements
MS-DOS
width="200" | Minimum OS: Minimum CPU: Intel 8088 / 8086 8mhz Minimum RAM: 256 KB Minimum Video RAM: N/A Graphics Modes: Hercules, CGA, PCjr, Tandy / PCjr, EGA, VGA Audio Hardware: PC Speaker,Tandy/PCjr Sound, Game Blaster (CMS)[1] Input Devices: Keyboard, Analog Joystick Media: 4 3½" floppy diskettes Notes:
Tandy
Minimum OS: Minimum CPU: Intel 8088 / 8086 8mhz Minimum RAM: 256 KB Graphics Modes: Hercules, CGA, PCjr, Tandy / PCjr, EGA, VGA Audio Hardware: PC Speaker,Tandy/PCjr Sound Input Devices: Keyboard, Analog Joystick Media: 4 3½" floppy diskettes
Apple II
Minimum OS: Minimum CPU: Apple IIe Minimum RAM: 128 KB Graphics Modes: Double Hi-Res Input Devices: Keyboard, Analog Joystick Media: 5.25" floppy diskettes
Apple IIgs
Minimum RAM: 512KB Input Devices: Keyboard, Mouse, Analog Joystick Media: 3.5" floppy diskettes Notes: Hard Drive Installable
Amiga
Minimum OS: Minimum CPU: Minimum RAM: Graphics Modes: Sound Devices Supported: Input Devices: Keyboard, Mouse, Joystick Media:
Atari ST
Minimum OS: 520 ST Minimum RAM: 512KB Input Devices: Keyboard, Mouse, Digital Joystick Media: 4 3.5" Double-sided floppy diskettes
Patches
New Installer
- SHP New King's Quest 4 DOSBox Installer Setup File [742 KB]
- Requires files from the original distribution media. Works with all versions of the game.
Debug Modes
Note: In the newer versions of the game most of the debugging commands do not work
Command Result TP Teleport to room[2] GIMME GIMME All objects get added to inventory OBJECT ROOM Shows in which room certain object is located OBJECT Gives information on objects on screen ROOM Shows coordinates of ego ALT + P Shows priority screen ALT + M Shows available memory ALT + I Gives information on objects on screen ALT + E Shows position of ego ALT + X Shows coordinates of ego SHOW PRIORITY Shows priority screen SET PRIORITY Sets priority RELEASE PRIORITY Returns to normal visual screen CREATE DAY Turns the game into day CREATE DARK Turns the game into night TIME Gives in-game time TRACE Trace mode (originally, but does not work)
References
- ↑ CMS support requires patch
- ↑ For a list of room numbers for KQ4, see the King's Quest IV Room Maps
Related Links