AGI 16-Color Drivers for Olivetti Prodest PC1 (V6355D Hidden Mode)
I've created patched CGA overlays that give Sierra AGI v2 games true 16-color graphics on the Olivetti Prodest PC1, using the Yamaha V6355D's hidden 160×200×16 graphics mode.
Drivers available for: King's Quest I, II, III, Leisure Suit Larry, Police Quest I, Space Quest I, II
How AGI graphics work
All AGI games store their graphics as vector drawing commands and sprites using 16 EGA color indices. The AGI interpreter renders these into an internal 160×200 framebuffer with 16 colors — this is the true native resolution of all AGI graphics, regardless of adapter. On EGA, the overlay doubles each pixel horizontally to fill a 320×200 screen. On CGA, the overlay converts colors to NTSC composite artifact patterns. On the PC1, the V6355D hidden mode displays 160×200×16 natively — the exact resolution and color depth of AGI's internal framebuffer, with no pixel doubling or color reduction needed.
The CGA overlay already produces a byte format identical to V6355D's VRAM layout (4bpp packed nibbles, 80 bytes/row, interlaced banks), so the patch only changes 10 bytes — the mode register and VRAM segment. No rendering code was modified.
How to use
Copy the matching CGA_GRAF.OVL for your game version to your game disk
Run AGIPAL.COM once before launching the game — this programs the V6355D DAC with the standard 16 EGA colors. The palette is mode-independent and stays set for the entire session. We chose the EGA palette because it's the canonical palette that AGI games were designed for — every color in the game art targets these exact 16 colors.
Note on text
Game graphics look perfect — all vector art and sprites go through the overlay and display correctly in 16 colors. However, text in the status bar and dialog boxes shows some colored fringing (cyan/red pixels around character edges). This happens because the AGI interpreter draws text via INT 10h BIOS calls, which bypass the overlay and write directly to VRAM in CGA 2bpp format. Since the V6355D is in 4bpp mode, adjacent pixel pairs get merged into wrong colors at character edges. The text is fully readable — the artifacts are purely cosmetic. A fix via an INT 10h hook TSR is possible but we decided the extra complexity wasn't worth it for a cosmetic issue.
Github and download: https://github.com/RetroErik/PC1-AGI-Driver-Download